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forrestthewoods | karma 7529 | avg karma 2.6
2016-10-29 02:08:14+00:00
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I've never been more careful to avoid any allocation as I have been in Unity. I had fewer memory concerns in C++ for crying out loud.
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ChrisClark | karma 2068 | avg karma 2.71
2016-10-29 03:05:11+00:00
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Seriously! Once they've fully upgraded .NET and the GC, we'll all sigh in relief.
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psyc | karma 7177 | avg karma 3.16
2016-10-29 03:35:40+00:00
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I would 10,000x rather have to match new with delete (big deal) than to maintain the revolting unidiomatic contortions I'm obligated to do to outwit the GC.
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JoeAltmaier | karma 27896 | avg karma 1.44
2016-10-29 03:39:40+00:00
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This. Times 100,000
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forrestthewoods | karma 7529 | avg karma 2.6
2016-10-29 04:13:06+00:00
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Agreed x10000. For VR we must maintain strictly zero garbage generation. Which is really damn hard in a language built on the assumption of GC.
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CyberDildonics | karma 3006 | avg karma 0.57
2016-10-29 14:40:14+00:00
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In modern C++ you don't even have to do that.
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psyc | karma 7177 | avg karma 3.16
2016-10-29 14:56:06+00:00
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Great point. I may actually have to re-evaluate Unreal 4.
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ant6n | karma 4064 | avg karma 1.41
2016-10-29 15:04:45+00:00
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Well, in modern C++ you _shouldn't_ do that.
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