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by marcinzm
2281 days ago
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>"It's interesting that many games can afford a constant 10x interpretation overhead for scripts, but not a spikey 1% for garbage collection." Why is that surprising? Games are basically about humans predicting things and random spikes prevent that from happening in time sensitive games. Beyond game play implications, I suspect there's also something about jerkiness in movement that bugs human senses. |
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It's not a very satisfactory answer (and there are likely much better tradeoffs to be made), but given the 10x and 1% comparison (not entirely apples to apples though) the comment sounds a bit more interesting.