Well, reading up more on the Unity Burst compiler and it looks like this is exactly what they're doing. Non-GC subset of C#.. So structs only, data stored mostly within the "Job" and on the stack (and presumably some "engine data" you can access safely (but not own or delete)?)https://twitter.com/ssylvan/status/976233614349225984 …
I wish I shared your optimism. :) Based on experiences trying to do this in JS, it’s never worked out that way in practice…
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I've shipped Hololens games on Unity before all this performance focus... Very low powered device, very low tolerance for missed frames. Very painful. But, know what you have to do to make it work, and these new approaches seem like they make doing that stuff much easier.
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BTW, the less optimistic version of my previous virtuous-cycle reasoning is: a single allocation in the wrong place can reduce the time-between-pauses by a factor of ten. So it does cut both ways :)
End of conversation
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