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Re:D Programming Language by cardanome on Thursday February 12, 2026 @08:47AM (#46988778)
> The fact that C# is becoming the GC language in game dev is proving my point.

That is just the Unity effect. Godot adopted C# because they get paid to do so by Microsoft.

C# allows for far lees control over the garbage collection compared to D. The decision to use C# is partly responsible for the bad reputation of Unity games as it causes a lot of stutters when people are not very careful about how to manage the memory.

The creator of the Mono runtime actually calls using C# his Multi-million dollar mistake and instead works on swift bindings for Godot: https://www.youtube.com/watch?v=tzt36EGKEZo

Re:D Programming Language by debugnik on Thursday February 12, 2026 @05:57PM (#46996476)
C# wouldn't be a problem for Unity if they hadn't mapped most engine abstractions to class hierarchies with reflection-based dispatch instead of value-type handles and the seldom interface, and had dropped the Boehm GC. .NET has actually got a lot of features to avoid allocations on the hot paths.
Re:D Programming Language by pjmlp on Friday February 13, 2026 @03:34AM (#47000395)
The problem is called Mono, and Unity's refusal to pay for an update.
Re:D Programming Language by thezipcreator on Friday February 13, 2026 @05:17AM (#47001085)
instead they made (or funded? not exactly sure) il2cpp which is a batshit compiler that compiles IL to C++ for better performance, I guess.

sidenote, I wonder how many other low-level to high-level compilers exist out there. can't be many.

Re:D Programming Language by debugnik on Friday February 13, 2026 @11:40AM (#47004670)
AFAIK, the original reason to build IL2CPP was to appease console certification and leave behind Mono's quirky AOT on iOS. Capcom is also using their own C# implementation targeting C++ for console certification.

Allegedly some games are now managing to ship on console with ports of .NET NativeAOT.

Re:D Programming Language by debugnik on Friday February 13, 2026 @11:44AM (#47004723)
I agree Mono is bad compared to upstream .NET, but I used to write game prototypes with it back before .NET Core without as many performance issues as I still find in Unity. It was doable with a different mindset.