Search the Community

Showing results for tags 'garbage collector'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3 results

  1. I'm just curious what are regarded as best practices to avoid the dreaded GC pauses that can mess with the framerate of your game. I've only made some really simple games so I don't really have that much experience with this. Generally the way I've made objects when outside gamedev type situations is pretty close the Crockford-style way of making objects by have a factory function that returns an object literal with functions that closures that refers to variables inside functioning as private variables. (Technically I use TypeScript, but I don't really need to get into the types for this discussion.) const createObject = (someArg) => { let variable = someArg; return { changeVariable: (change) => { variable += change; }, getVariable: () => variable, }; }; const o = createObject(42); o.getVariable(); // 42 o.changeVariable(3); o.getVariable(); // 45 From a purely programming ergonomics perspective this is the way of writing objects I find the most comfortable (not trying to convince anyone else here, this is just my preference). However, I've read many places that aspects of this can be bad for performance (even Crockford admits this about his own pattern). in typical JavaScript programming this seems fine to me, but for games I worry that I'm limiting myself in performance which can lead to slowness or limits to for exampe how many objects I can have running in my game. This has made me think that I maybe ought to be using ES6 classes (or something else that uses prototypes) instead of my closure based approach. Also, maybe I should use object pools? Or hell, maybe even entity-component-systems? Suddenly this stuff seems really complicated (I'm _almost_ wishing I could just use malloc and free, haha). How do you people deal with this? How do you balance ease of testing out ideas while having an reasonable path towards optimization if needed be? I'm generally thinking of using Pixi.js for graphics (hence why I posted in this forum), and Matter.js for the times I want a dedicated physics engine. Sorry for the long post! I'll be very grateful for any thoughts on this!
  2. Hi, Is it relevant to apply a pooling system to Phaser's Tweens in optic to reduce the garbage collector invocation ? Because this subject as already been asked but dont find a clear answer : Thanks
  3. Hi guys! I have this scene where I import different meshes with lots of polygons, like here: http://babylonjs-playground.com/#1OI6LZ#11 You'll see that I'm importing the same mesh repeated times instead of using instances on purpose. So at some moment, I'd like to remove some of these meshes. In the example above, when you click on the skulls, the mesh.dispose() is called. When I track the memory with the Chrome JS Heap timeline tool I can't really see the memory released though when the dispose() function is called. Here the four skulls were loaded and then I clicked on every one of them, so shouldn't there be some drops visible?: Is there something I'm missing?