Re: Software Architecture/Design

Mat Noguchi <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <D7F4D9E414140644BF099886C28C6636299D9136CA@bngexchange01.bungie.bng.local>
Yes, I probably misstated something in there. What I'm trying to say is that if you can get the same information that a garbage collector needs to operate properly, then you are in a good spot because that information is extremely valuable to have anyways.

I suppose I should have said that if you are at the point where you can implement your own garbage collector, then you are better off than having to rely on an external garbage collector. If you happen to rely on an external garbage collector, that's the implementation detail.

MSN
-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of Benoit Miller
Sent: Thursday, June 10, 2010 12:44 PM
To: [email protected]
Subject: Re: [Sweng-Gamedev] Software Architecture/Design

Brandon Van Every wrote:
> Home brewing your own is no substitute
> for using one of the common GCs available for Java that has been
> abused by zillions of programmers.

Agreed, and this is *precisely* why some of us are stuck with C++ for the foreseeable future. On consoles you don't have the choice to use another language, unless you want to build your own infrastructure for F#/C#/etc, which is not a trivial endeavour. The fact that MS ships a usable .NET VM on PC and 360 does not help me ship games on PS3 or Wii or Mac.

I'd *love* to ditch C++, but I can't do that without changing careers. :)

Ben.
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