That interpreted language probably also uses a garbage collector, but it's too slow to easily produce a lot of garbage!
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"death by a thousand slightly terrible programming choices" *writes down*
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Only way to make game in Java (Android) was to treat like C. Allocate up front, reuse, pool, manually call GC... Otherwise spikes ~10s of ms
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With 30GB heap and millions of tenured objects the Oracle VM takes 10s of seconds for full GC pause. In what context do you come up with %1?
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Many games are realtime systems; consistency matters.
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Frame spikes are the worst. However, you have lots of room for constant overhead if you're just 30Hz!
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one of the biggest mistakes in GC designs is lack of manual control from application level
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C++: + Non-Programmers don't mess with the code.
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hmm. Guess managed code still needs a manager. Is that the curse of GC in interpreted languages? Or is this more of a thread lock issue?
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Even better, disable the GC collection during game play and collect only when it is convenient. After all why are you allocating constantly?
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