
T Willingham wrote:
On Sat, Nov 1, 2008 at 3:15 AM, Neal Alexander
wrote: Even when generating one or more copies of "world" per frame the performance stays fine and allocations are minimal.
Who says? That may be your particular experience from your particular tests. In my case, any copy of the "world" on each frame would have a catastrophic effect on the framerate, for any such definition of "world".
Yea, this is just from my recent experience messing with a game engine in Haskell - I'm only a few months into it though. So far, the GC hasn't been anywhere close to having a problem keeping up with the monitors refresh rate. Even with several world states being folded into a frame. The memory usage is pretty flat too, at least with GLFW (the GLUT bindings had some issues there iirc). The test is pulling a pretty constant 1500 fps on this machine with the background + 1 character running around and resources being streamed in lazily. Not that that means much, but at the very least a GC run isn't noticeable on the current data set. Initially i expected this setup to perform badly, but i tried it anyway out of curiosity. We'll see how it goes with full sets of data later i guess heh.