Post AaCGPzv7vRTcLsb0MK by synthnostate@www.minds.com
 (DIR) More posts by synthnostate@www.minds.com
 (DIR) Post #AaCGPyxDWBYRM4Z9yi by reduz@mastodon.gamedev.place
       2023-09-23T17:24:54Z
       
       0 likes, 0 repeats
       
       These past days I've been lectured about all the horrible tales Unity developers have with the C# garbage collector and how they have to write their whole codebases obsessively to not trigger GC spikes.Is it really that bad folks? If C# GC is that bad, what impedes you from using C++, Rust or even Swift for Godot which don't have any of those issues?
       
 (DIR) Post #AaCGPzv7vRTcLsb0MK by synthnostate@www.minds.com
       2023-09-27T15:31:05+00:00
       
       1 likes, 0 repeats
       
       fediverse posts are coming through...
       
 (DIR) Post #AaCJqn8lqgRMOfRgm0 by synthnostate@www.minds.com
       2023-09-27T16:10:19+00:00
       
       1 likes, 0 repeats
       
       You're not stressing it hard enough. I know it's better than some others, but it's not designed or primarily used for realtime games. Several people commented on that post that they are having problems with it.I actually figured out how to make games run smoothly in Javascript like 10 years ago, by using arrays in a way that minimizes object creation and GC. But games being a secondary use case for Firefox and Chrome, they let game-breaking changes slip in and it became a stuttering mess again and again until I said fuck this.