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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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Seriously! Once they've fully upgraded .NET and the GC, we'll all sigh in relief.

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.

This. Times 100,000

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.

In modern C++ you don't even have to do that.

Great point. I may actually have to re-evaluate Unreal 4.

Well, in modern C++ you _shouldn't_ do that.

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