Sounds like we need to come up with some benchmarking programs so we can measure the GC latency and soft-realtimeness...
PS: Regarding Haskell and games: the University of Utrecht teaches Haskell in their brand new "game technology" course :-) On Mon, Mar 1, 2010 at 1:04 AM, Luke Palmer <[email protected]> wrote: > On Sun, Feb 28, 2010 at 2:06 AM, Pavel Perikov <[email protected]> wrote: >> Did you really seen 100ms pauses?! I never did extensive research on this >> but my numbers are rather in microseconds range (below 1ms). What causes >> such a long garbage collection? Lots of allocated and long-living objects? > > This is all hypothetical right now. I heard some horror stories in > which people had to switch to the main game loop in C++ and only do > the AI logic in Haskell because of pauses. I would rather not do > that, especially because this project is *about* proving Haskell as a > viable game development platform. So I am trying to be prepared if I > do see something like that, so that it doesn't put the show on hold > for a few months. > > Presumably large, long-living objects would cause the generation 0 > collections to take a long time. I am not sure if we will have any > said objects, but we can't rule it out... > > Thanks for the positive reassurances, at least. I'd like to hear from > people with the opposite experience, if there are any. > > Luke > _______________________________________________ > Haskell-Cafe mailing list > [email protected] > http://www.haskell.org/mailman/listinfo/haskell-cafe > _______________________________________________ Haskell-Cafe mailing list [email protected] http://www.haskell.org/mailman/listinfo/haskell-cafe
