Re: Software Architecture/Design
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <7af5203aeba785088d8928b67e51fb8a.squirrel@webmail.iguanademos.com> |
> GC makes an easy job easier, by making hard stuff harder. Worst. > Compromise. Ever. > > Thaddaeus Frogley Except when 90% of your time is spent doing the "easy" job. There's plenty of game programming tasks that don't push the boundaries of resource allocation. It doesn't matter where that % actually is now, for any given person or job, it's only a matter of time before it grows past the magic threshold that makes it a "good" compromise. In any case, the hard part doesn't really get harder: manually controlled object lifetime is perfectly doable within a GC system by creating custom pools. You're probably doing this already even in C++. -- Javier Arevalo http://www.iguanademos.com/Jare _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com