i hope c# can provide developer a new pattern of manual memory management, or provide way marking object to be exclude from garbage collector or GC can put object as low priority to be sweep.
This fills a huge gap for me between writing Z80 assembler for games in the 80s and then much later, C# in the business world. I had been losing hope that it might ever be possible to write efficient C# code for Unity.
Warning, myth at 5:20. The GC is so highly optimized for short-lived small objects that object pooling actually tends to hurt performance unless you're talking about large objects over 100KB each.
i hope c# can provide developer a new pattern of manual memory management, or provide way marking object to be exclude from garbage collector or GC can put object as low priority to be sweep.
This fills a huge gap for me between writing Z80 assembler for games in the 80s and then much later, C# in the business world. I had been losing hope that it might ever be possible to write efficient C# code for Unity.
This talk was excellent! Thanks.
Great Talk! Thanks for sharing!
Very cool speech! Thanks 👍
Warning, myth at 5:20. The GC is so highly optimized for short-lived small objects that object pooling actually tends to hurt performance unless you're talking about large objects over 100KB each.