I wonder how they deal with D's archaic non-concurrent, non-incremental, non-local, stop-the-world GC.
But then Unity uses an old version of Mono right? If I recall correctly it uses a similar GC and having played Unity based games I certainly did not notice GC pauses.
Another interesting aspect of the memory management here is the question whether they use memory safe D or the C-ish running with scissors parts.
Memory corruption and the caused horrible bugs like random crashes and savefile corruption are way too common in modern, complex games which is why I hope the industry will move to memory safe alternatives to C++.
But then Unity uses an old version of Mono right? If I recall correctly it uses a similar GC and having played Unity based games I certainly did not notice GC pauses.
Another interesting aspect of the memory management here is the question whether they use memory safe D or the C-ish running with scissors parts.
Memory corruption and the caused horrible bugs like random crashes and savefile corruption are way too common in modern, complex games which is why I hope the industry will move to memory safe alternatives to C++.