@icedquinn They probably chose a C#-like syntax because that's what all the indie devs are using.

@xianc78 kind of weird how Delphi lineage ended up here. dude who did all the design work for delphi API was hired by M$ to clone Java so he made C#, then some mac devs used mono to script their game, and that's how C# became the video game industry language :ablobcatgoogly:
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@icedquinn I'm no expert on this but I think .NET/Mono's garbage collection seems to be the most optimized for games, unlike Java, Go, etc which are more optimized for server software.

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@xianc78 not really. what a video game wants is an incremental GC that can do partial collection while waiting between event ticks.

you typically don't get one of those. Nim has one though.
@xianc78 Abuse had its own custom Lisp and they didn't even really have a GC, it just arena allocated and wiped the entire heap each frame :blobcatgigglesmirk:

these games are just running the same general purpose GCs most stuff does which is why they're prone to random sputtering.
@xianc78 i still kinda like the visual editor that gdevelop has (and the whole concept there from multimedia fusion etc) and designers do too, but eh.
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