Quote:
> I have not tried. But I saw a post in www.gamedev.net forum. The post
> has that phase. So... I just believed it. It may not true for other
> programming. But I think it may be true for 3d first-person view game
> written by c#.
You need to be familiar with the how the GC works to get it to
behave how you need it to.
If you allocate a bunch of reference types and dereference them
frequently,you're going to get lots of garbage collection
which will slow you down.
When working with time critical apps and when you have a lot
of short-lived objects (like each frame in a game), you
should be using value types to an extent. This will save
expensive heap allocation and garbage collection later on.
Also, you can force the GC to collect when you know it's
a good time (like at the end of a scene) to help prevent
it from going off when you don't want it to.
I remember seeing some good articles on this posted awhile
ago, but I don't have the URLs. Do a google for this and
I will too. If I find anything I'll post back.
-c