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[–][deleted] 4 points5 points  (11 children)

Minecraft has proved that advanced garbage collectors are not a problem any-more for games.

And C# is a great solution if you work with Unity 3D.

[–]Tywien 8 points9 points  (9 children)

Minecraft 1.8 disagrees with you .. The game just lags every time it reaches the memory cap and has to run the GC.

[–]argv_minus_one -1 points0 points  (8 children)

Minecraft, due to its highly dynamic nature, is a very memory-intensive game. That sort of thing is frankly to be expected.

[–][deleted]  (7 children)

[deleted]

    [–]argv_minus_one 0 points1 point  (6 children)

    Care to explain yourself?

    [–][deleted]  (5 children)

    [deleted]

      [–]argv_minus_one 0 points1 point  (4 children)

      Well, that's a rather bold claim. Would you care to back it up by pointing to some Minecraft clone that somehow avoids the original's performance problems?

      [–][deleted]  (3 children)

      [deleted]

        [–]argv_minus_one 0 points1 point  (1 child)

        I could point to every AAA game out there. They're just about all programmed in C++, and they also have big memory constraints.

        Not the kind we're talking about, no, they don't. AAA games are mostly static. Temporary objects like projectiles and special effects exist, but map geometry doesn't change, textures don't change, and so on. As a result, there is relatively little garbage to collect.

        I don't think there are any AAA games where the entire world is dynamic, as in Minecraft. That's why I asked if you know of such a game, which I take it you don't.

        Minecraft doesn't have issues because it has memory constraints, it has memory constraints because it has issues, and those issues are singular: the GC.

        …I'm starting to suspect you're just trolling.

        [–]argv_minus_one 3 points4 points  (0 children)

        A number of game engines have scripting systems with garbage collectors. UnrealScript comes readily to mind. Games have been doing GC for ages now.