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8ms is a shitton of time, though, especially with modern, low-latency GCs.



It's time for your other systems, wasting 1ms is already too much

low-latency is not free

But again, don't just take my words, ask game developers who use both Unity/Unreal, and ask them why they are forced to work around the GC ;)

Look at the modern AAA released this year, they already struggle CPU wise


Unity doesn’t use a fancy GC, though. Also, that is more than likely just bad game logic on their part — the engine itself doesn’t use GC, most of the objects are not supposed the be on the heap.


Exactly, that's my whole point, GC should not be sold as a universal solution, it's very task specific


I would argue that not using a GC is very task-specific. Besides some audio-system, I really have a hard time thinking of areas where my go-to wouldn’t be a managed language.




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