<div dir="ltr">As far as I know, every professional game developer working on a GC-enabled platform uses pooled resources. You allocate memory for the map and characters once, then reinitialize the pre-allocated memory any time you need a new thing. Definitely not very Rackety.<br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Wed, Aug 7, 2013 at 6:12 PM, Raoul Duke <span dir="ltr"><<a href="mailto:raould@gmail.com" target="_blank">raould@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im">>> Hey users, I'm experimenting with some simple games using big-bang from 2htdp/universe and I keep running into stuttering problems. It seems to be the garbage collector slowing things down (green recycle symbol in drracket is on whenever the program is frozen).<br>
<br>
<br>
</div>i believe games (well, ones that want a real frame rate &<br>
interactivity) and gc are not generally going to get good results. at<br>
least, not with most main-stream gc's. at least, not on the client<br>
side. c'est la vie.<br>
<div class="HOEnZb"><div class="h5"><br>
____________________<br>
Racket Users list:<br>
<a href="http://lists.racket-lang.org/users" target="_blank">http://lists.racket-lang.org/users</a><br>
</div></div></blockquote></div><br></div>