November 25, 2020
On Wednesday, 25 November 2020 at 11:24:27 UTC, Paulo Pinto wrote:
> On Wednesday, 25 November 2020 at 11:01:06 UTC, Ola Fosheim Grostad wrote:
>> If it allows for separate pools.
>
> Indeed, and I have used them in Go, Java and .NET, so D can easily do it.

Didn't know Go had that in, cool. :)

I wonder if D's fork collector supports this?
November 25, 2020
On Wednesday, 25 November 2020 at 11:39:05 UTC, Ola Fosheim Grostad wrote:
> On Wednesday, 25 November 2020 at 11:24:27 UTC, Paulo Pinto wrote:
>> On Wednesday, 25 November 2020 at 11:01:06 UTC, Ola Fosheim Grostad wrote:
>>> If it allows for separate pools.
>>
>> Indeed, and I have used them in Go, Java and .NET, so D can easily do it.
>
> Didn't know Go had that in, cool. :)
>
> I wonder if D's fork collector supports this?

What is so special about having memory allocated over OS APIs and then making of the language features (using/SafeHandles, try, defer) to create arenas?


November 25, 2020
On Wednesday, 25 November 2020 at 13:01:20 UTC, Paulo Pinto wrote:
> On Wednesday, 25 November 2020 at 11:39:05 UTC, Ola Fosheim Grostad wrote:
>> On Wednesday, 25 November 2020 at 11:24:27 UTC, Paulo Pinto wrote:
>>> On Wednesday, 25 November 2020 at 11:01:06 UTC, Ola Fosheim Grostad wrote:
>>>> If it allows for separate pools.
>>>
>>> Indeed, and I have used them in Go, Java and .NET, so D can easily do it.
>>
>> Didn't know Go had that in, cool. :)
>>
>> I wonder if D's fork collector supports this?
>
> What is so special about having memory allocated over OS APIs and then making of the language features (using/SafeHandles, try, defer) to create arenas?

It isnt sufficient to have arenas you need to prove that there are no pointers crossing the pool boundaries?
November 25, 2020
On Wednesday, 25 November 2020 at 09:52:20 UTC, Ola Fosheim Grostad wrote:
> On Wednesday, 25 November 2020 at 09:36:41 UTC, Ola Fosheim Grostad wrote:
>> I dont know. In my experience dropped frames are annoying in smooth artistic scenes. You want to suspend disbelief to create immersion.
>
> btw, Ive had a lot if headaches over missed frames when doing even simple animations in browsers. Large objects with linear motion and high contrast makes missing frames very noticable. For some reason it looks even worse to me when objects move slow, probably because the object is more in focus and the eye tracks it better.
>
> You can make it less noticable by adding blur and use less linear motion, but why should I have to waste hours on such tweaks just because the tech is shitty?

🤷‍♂️ Can't change your opinion about JavaScript. I know 100s of online games (including MMORPGs) are using it. So D with GC can totally do it too.


November 25, 2020
On Wednesday, 25 November 2020 at 14:24:08 UTC, aberba wrote:
> 🤷‍♂️ Can't change your opinion about JavaScript. I know 100s of online games (including MMORPGs) are using it. So D with GC can totally do it too.

I am not discussing JavaScript, the Chrome team has put a massive effort into improving the bad situation with dropped frames over the past years for good reason. Their GC is in a different ballpark than D.

Consistency is king, 30hz without dropped frames is perceived as more fluid than 60hz with dropped frames. A sidescroller with fixed speed looks like a trainwreck if you get dropped frames.


November 26, 2020
https://technology.riotgames.com/news/leveraging-golang-game-development-and-operations




November 26, 2020
On Thursday, 26 November 2020 at 23:09:12 UTC, ryuukk_ wrote:
> https://technology.riotgames.com/news/leveraging-golang-game-development-and-operations

Oops forgot to add my text

As maybe people said, the industry doesn't mind the GC, as long as the job is done in an efficient way, GO gc seems to scale super well, since GO is opensource, is it possible to somewhat copy their GC, add their GC as a custom GC (since you can setup your own GC in D)
November 26, 2020
On Thursday, 26 November 2020 at 23:10:41 UTC, ryuukk_ wrote:
> On Thursday, 26 November 2020 at 23:09:12 UTC, ryuukk_ wrote:
>> https://technology.riotgames.com/news/leveraging-golang-game-development-and-operations
>
> Oops forgot to add my text
>
> As maybe people said, the industry doesn't mind the GC, as long as the job is done in an efficient way, GO gc seems to scale super well, since GO is opensource, is it possible to somewhat copy their GC, add their GC as a custom GC (since you can setup your own GC in D)

Why no EDIT feature on the forum? i shouldn't type after drinking this much for thanksgiving lol
November 27, 2020
On 27/11/2020 12:11 PM, ryuukk_ wrote:
> Why no EDIT feature on the forum? i shouldn't type after drinking this much for thanksgiving lol

This is not a forum. It is a mailing list with a fancy web interface.
November 27, 2020
On Thursday, 26 November 2020 at 23:10:41 UTC, ryuukk_ wrote:
> On Thursday, 26 November 2020 at 23:09:12 UTC, ryuukk_ wrote:
>> https://technology.riotgames.com/news/leveraging-golang-game-development-and-operations
>
> Oops forgot to add my text
>
> As maybe people said, the industry doesn't mind the GC, as long as the job is done in an efficient way, GO gc seems to scale super well, since GO is opensource, is it possible to somewhat copy their GC, add their GC as a custom GC (since you can setup your own GC in D)

It doesn't need to be opensource as such, the point is "as long as the job is done".

Even C and C++, now the elite languages of game development were seen back in the day as "Unity", because any serious game developer would be using Assembly (or C, by the time C++ started gaining some traction).

This is relatively easy to check still, you just need to go dig a bit on archives from books, magazines and BBS/USENET posts. One day theses sources will eventually vanish though, and with luck some do end up in some sort of museum.

Many also forget that before a language gets traction to be used in games, it has gone through the long path of adoption via tool building. This is where Java and .NET started to gain traction initially, by replacing MFC based tools, and then being the languages used for the server side.

Not everyone is doing Crysis (I guess it is time to replace the example with Fortnight, written in Unreal C++/Blueprints, with their GC infrastructure), and as proven by Minecraft, there is more to be successful in games than if the language has a GC or not.

Besides, everyone using DirectX or Metal, is using a GC (reference counted based) on their game stack anyway.