Linked by Thom Holwerda on Thu 6th Sep 2012 21:32 UTC, submitted by MOS6510
Benchmarks "During the 4th Semester of my studies I wrote a small 3d spaceship deathmatch shooter with the D-Programming language. It was created within 3 Months time and allows multiple players to play deathmatch over local area network. All of the code was written with a garbage collector in mind and made wide usage of the D standard library phobos. After the project was finished I noticed how much time is spend every frame for garbage collection, so I decided to create a version of the game which does not use a GC, to improve performance."
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tanzam75
Member since:
2011-05-19

Well, the author don't tell us how much additional development time the manual memory management had taken. So I will take into account only performance:

Best GC Version: 128.6 FPS, 7.72 ms frametime
Manual Version: 142.8 FPS, 7.02 ms frametime

This a 11% performance improvement for an unknown amount of additional work.


Well, that's an optimizing compiler with GC, vs. a poorly-optimizing compiler without GC. He couldn't get the non-GC version to compile on the optimizing compiler. The argument is that if he'd gotten it to compile, then it'd show a similar performance difference

Of course, if it doesn't compile, then it doesn't make his game perform any faster, does it?

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