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

Don Stewart dons at galois.com
Sat Nov 1 17:34:58 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.

And, just to double check, you're compiling with a modern GHC, using
say, -O2 -fvia-C -optc-O2 -funbox-strict-fields ?

-- Don

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