At that point, you're not benefiting from the GC'ed language. Just use C/C++/Rust/etc, and you'll end up with something faster and more reliable for a small fraction of the effort.
Agree, however a large majority uses C++ as what I call C+, which is basicaly "C with classes" with a bit of C++11.
To the point that we have the Orthodox C++ movement, and educating people to move beyond "C with classes" that keeps being taught around the world is a common discussion subject at C++ conferences, and ISO C++ papers.
I would certainly have agreed with this characterization of the majority 10 years ago. But - do you really believe this is still the case today? After 10 years of C++11 making headway, and a lot of effort to educate people differently? I wonder...
And don’t forget about all the other ways such corruption could happen, use after free etc.
On top of all that, in managed languages you generally have a stronger runtime type information on top, that doesn’t accept arbitrary memory address to implicitly be read as executable code. Even explicit static casts from Object to more defined type will fail if the object is not of expected type. Code must be defined as function objects in the language to begin with.
1. Prevents memory corruption
2. Have way better compilation time than C++ and Rust, absolutely horrid compile time for both.
3. Have all sorts of developer-ergonomics features (like being able to write functions in arbitrary order (compared to C/C++))
4. Have built in reflection (none in C/C++)
5. IDEs/autocomplete/refactoring tools etc, just generally work better for C#/Java/etc.
Garbage collection is probably close to bottom on the list why I would use GCed language when making an indie or hobby scale game
I would never consider using Rust simply because it takes too long time to compile even for relatively small projects.
Especially not for hobby or indie scale game projects.