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Yes, I have seen all GDC and Unite 2018 presentations about HPC# and what is currently available.

You should find some submissions done by myself.

HPC# job is only to replace those parts currently written in C++, everything else is written in plain C#, with GC, as Unity always was. In fact they have migrated to .NET 4.6 with 4.7 on the roadmap.

Just like Unreal uses C++ with GC, but naturally in performance critical paths they resort to other techniques.

Which isn't much different than on the old days, avoid malloc() and new on the performance critical paths.

Just because there is a GC available doesn't mean one has to use it for every single allocation.

Unity's ECS is implemented in a OOP language, C#, and anyone that has spent some time in the CS literature about component systems, knows that they are just another variation how to do OOP.

One of the best sources uses Component Pascal, Java and C++ (COM) to described them (1997), with the 2nd edition (2002) updated to include C# as well.

"Component Software: Beyond Object-Oriented Programming"

https://www.amazon.com/Component-Software-Object-Oriented-Pr...




Indeed, you can always say that avoid GC, avoid allocations on the hot path, but then in practice people write sloppy code all the time, then trip over by the GC, I'm guilty of it myself on numerous occasions in the past. Maybe, just maybe, without the GC in the first place, people are forced to write better code? The same thing goes for OOP. In particular, inheritance is severly abused in too many code bases, that then causes all sort of problems. IDK, maybe because I hold an extreme view about those things, that they are better off being left out completely? ¯\_(ツ)_/¯




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