April 26, 2021

On Monday, 26 April 2021 at 15:38:48 UTC, Adam D. Ruppe wrote:

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On Monday, 26 April 2021 at 15:30:48 UTC, russhy wrote:

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You guys never made a game or a game engine and you are telling me GC is fine

Which games have you made?

I made a buggy version of Minesweeper once. You can play it online actually http://webassembly.arsdnet.net/minesweeper

Now we are talking!
I have asteroids game that is actually written in D using Unity.

https://forum.dlang.org/post/lwxodemvzgyxkmanpptg@forum.dlang.org

April 26, 2021

On Monday, 26 April 2021 at 15:38:48 UTC, Adam D. Ruppe wrote:

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On Monday, 26 April 2021 at 15:30:48 UTC, russhy wrote:

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You guys never made a game or a game engine and you are telling me GC is fine

Which games have you made?

I made a buggy version of Minesweeper once. You can play it online actually http://webassembly.arsdnet.net/minesweeper

I'm working on a 3D game engine

yeah minesweeper can have a 5 second GC pause, users won't notice

April 26, 2021

On Monday, 26 April 2021 at 17:34:41 UTC, russhy wrote:

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On Monday, 26 April 2021 at 15:38:48 UTC, Adam D. Ruppe wrote:

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On Monday, 26 April 2021 at 15:30:48 UTC, russhy wrote:

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You guys never made a game or a game engine and you are telling me GC is fine

Which games have you made?

I made a buggy version of Minesweeper once. You can play it online actually http://webassembly.arsdnet.net/minesweeper

I'm working on a 3D game engine

yeah minesweeper can have a 5 second GC pause, users won't notice

If you want to be precise, this is a matter of implementation of GC. There are some games for which current GC implementations result in unacceptable performance issues. Many will do just fine. There's also no reason to pretend manual memory management, reference counting, or garbage collection is a silver bullet. Allocation/freeing of memory always results in a performance hit no matter what name you apply. As stated in this blog post:

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Jeff and Casey’s ranting is not actually about the GC itself, but about promiscuous allocation behavior, and I fully agree with that, but I think it’s a mistake to conflate the two. GC doesn’t imply that you should heap allocate at the drop of a hat

I'm not arguing that the GC will work for all games because it won't. You give the impression of having a fundamentalist position though that "real games" (not Minesweeper) cannot have a GC and that GC is obviously going to be slow (uncontrollable 5 second pauses). That's not a helpful starting point.

April 26, 2021

On Monday, 26 April 2021 at 17:34:41 UTC, russhy wrote:

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I'm working on a 3D game engine

Why bother making your engine if you don't have a team and project for it?
There is already stuff like godot-d, it works but still somewhat cumbersome to use. Still should be a good choice for most non shooter games.
The only bad thing is that the editor itself has UX of a potato (just like pretty much any open source product) and it is said that 3d is barely optimized so we have to wait for Godot 4 release.

https://code.dlang.org/packages/godot-d

April 27, 2021

On Monday, 26 April 2021 at 15:29:22 UTC, russhy wrote:

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On Monday, 26 April 2021 at 14:48:23 UTC, Paulo Pinto wrote:

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On Monday, 26 April 2021 at 13:51:29 UTC, russhy wrote:

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[...]

Android seems to be doing just fine with its 80% world wide market share.

And ChromeOS isn't doing badly in US school market.

Yeah that is why nobody uses D for android apps

And that is why nobody uses D for ChromeOS

And that is why nobody uses D for gamedev

and the list continues

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That is also why Android apps require 2x the amount of memory/cpu/battery than equivalent on iOS

Sure GC is fine, if your quality standard is bellow 0

They use Java, JavaScript and Unity, do you know what they have in common with D?

April 27, 2021

On Monday, 26 April 2021 at 15:30:48 UTC, russhy wrote:

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On Monday, 26 April 2021 at 14:42:22 UTC, Paulo Pinto wrote:

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On Monday, 26 April 2021 at 13:44:36 UTC, russhy wrote:

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[...]

From "Unity Future .NET Development Status"

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[...]

https://forum.unity.com/threads/unity-future-net-development-status.1092205/#post-7035031

Unity DOTS doesn't use the GC, AT ALL

You guys never made a game or a game engine and you are telling me GC is fine

Sure, sure, GC will save us, but it needs to pause the world first

Except you forgot to read that is about full .NET not HPC#.

April 27, 2021

On Tuesday, 27 April 2021 at 06:09:25 UTC, Paulo Pinto wrote:

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On Monday, 26 April 2021 at 15:29:22 UTC, russhy wrote:

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On Monday, 26 April 2021 at 14:48:23 UTC, Paulo Pinto wrote:

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On Monday, 26 April 2021 at 13:51:29 UTC, russhy wrote:

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[...]

Android seems to be doing just fine with its 80% world wide market share.

And ChromeOS isn't doing badly in US school market.

Yeah that is why nobody uses D for android apps

And that is why nobody uses D for ChromeOS

And that is why nobody uses D for gamedev

and the list continues

--

That is also why Android apps require 2x the amount of memory/cpu/battery than equivalent on iOS

Sure GC is fine, if your quality standard is bellow 0

They use Java, JavaScript and Unity, do you know what they have in common with D?

Yeah, they all use the GC and they they work hard to avoid it like the plague

And yeah, unity's engine is written in C# and make full use of the GC, sure, they use C++ for scripting only

April 27, 2021

And at least with Unreal, since it is using C++, you are not forced to stick with the GC all the time

With unity, they had to come up with a special language to workaround the GC/JIT issues, and if you stick to regular C#, you are forced to stick with the GC no matter what

So yes i want D to be as pragmatic as C++

You guys want D to be as closed minded as C#, we all know where that leads

Oh and guess why android smart watches sucks compared to apple watch (perf/battery life)?, yes i know you know why

April 27, 2021

On Tuesday, 27 April 2021 at 12:01:33 UTC, russhy wrote:

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So yes i want D to be as pragmatic as C++

D is a GC'ed language. Period. You're tilting at windmills.

April 27, 2021

On Tuesday, 27 April 2021 at 12:01:33 UTC, russhy wrote:

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And at least with Unreal, since it is using C++, you are not forced to stick with the GC all the time

With unity, they had to come up with a special language to workaround the GC/JIT issues, and if you stick to regular C#, you are forced to stick with the GC no matter what

So yes i want D to be as pragmatic as C++

D is already very pragmatic imo. What is it you want to do in D that you can't, but can in C++?

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You guys want D to be as closed minded as C#, we all know where that leads

How is C# close minded? It's a pretty well designed language.

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Oh and guess why android smart watches sucks compared to apple watch (perf/battery life)?, yes i know you know why

This has nothing to do with gc vs nogc