[Haskell-cafe] Re: Memory efficiency questions for real-time graphics

Neal Alexander wqeqweuqy at hotmail.com
Sat Nov 1 17:20:38 EDT 2008

T Willingham wrote:

> On Sat, Nov 1, 2008 at 3:15 AM, Neal Alexander <wqeqweuqy at hotmail.com> wrote:
>> Even when generating one or more copies of "world" per frame the performance
>> stays fine and allocations are minimal.
> Who says?  That may be your particular experience from your particular
> tests.  In my case, any copy of the "world" on each frame would have a
> catastrophic effect on the framerate, for any such definition of
> "world".

Yea, this is just from my recent experience messing with a game engine 
in Haskell - I'm only a few months into it though.

So far, the GC hasn't been anywhere close to having a problem keeping up 
with the monitors refresh rate. Even with several world states being 
folded into a frame.

The memory usage is pretty flat too, at least with GLFW (the GLUT 
bindings had some issues there iirc).

The test is pulling a pretty constant 1500 fps on this machine with the 
background + 1 character running around and resources being streamed in 
lazily. Not that that means much, but at the very least a GC run isn't 
noticeable on the current data set.

Initially i expected this setup to perform badly, but i tried it anyway 
out of curiosity. We'll see how it goes with full sets of data later i 
guess heh.

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