"garbage collection means you don't need to worry about memory or object lifetime! Now here's our custom object pooling system meant to reduce garbage generation and speed up memory allocation by keeping track of object lifetime manually"
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I love to have 800 files of macros and templates that transform c++ into a language with safe memory management meaning every new company i work at needs 6 months of me being inefficient while i learn their magical tribal knowledge necessary to use their code base.
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Just use this http://home.pipeline.com/~hbaker1/LinearLisp.html … :p
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The Irony here is that Godot's Vector type (the base for LinkedList and Array) performs even more horribly. Two things that could change in Godot to increase perf considerably across the board: 1. Stop using LinkedList! 2. Get rid of the garbage Vector class
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Ok. Don’t do event subscription? ...that ruins a lot of design patterns I rely on. Is there something I’m missing?
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Dispatchers are fine as long as events aren't heap allocated. In C/C++ pass them up the stack. In C# use 'unsafe' to pass stack-based structs.
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"Event subscription is expensive" is an interesting one. Normally that's your optimal path. Is this saying to stick with shitty polling mechanics and manual lookups because the subscription mechanism is _less_ efficient?
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You have to take every optimization with a grain of salt. By event subscription, they mean event keyword (+=). And by expensive they mean "if you are doing it every frame". Don't worry until there's a problem and solving them is easier than any curmudgeon will let you believe.
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I tried this once in Java with LibGDX. I was able to achieve flat memory allocation. But it was a LOT of work, and I was only able to avoid unwanted allocs b/c of a deep working knowledge of java. This is much more work than manual alloc/dealloc in C.
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I still had framerate issues, and the cause was very, very imprecise thread management timing. Not only do you have to account for OS scheduling issues, but those are further wrapped by the VM's thread scheduling issues. Even with busy wait averaging, it still can stall > 15ms.
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