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You're right, this sounds like a massive advancement. Also:
"we have added a fully multi-threaded, multi-generational garbage collector that handles the lifetime of all variables and instances inside the GMS runtime" -
lxmcf199506y@MrCSharp That part is interesting but I don't care that much for it, it's not hard to manually free your data structures and dedicating an extra thread to the collector rather than allow us multithreading is just eh
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@lxmcf but you should care!
see a GC doesn't only dispose of unneeded objects. It is also tasked with avoiding memory fragmentation (a bitch to debug and profile), aligning data in the memory in such a way that adding more is efficient and as cheap as possible.
There is a lot more to GC than just the clean up task. I admit, I know more about GCs than I should 😜 -
lxmcf199506y@MrCSharp True but YYG hasn't given us any info regarding the GC itself other than 'hey we are making it better *TBC*"...
The things that makes me super excited though is lightweight objects combined with the 'new' operator... I can finally ditch the default object system and begin building a game using custom classes and instance types, no longer will engine objects need to have animation systems and positional data attached to them! -
@lxmcf "no longer will engine objects need to have animation systems and positional data attached to them"
yeah, this is awkward. I guess when they built that functionality, they didn't spend enough time to design it well. It sounds a bit dirty to have all that functionality in a single object.
Related Rants
So for anyone else who uses Gamemaker studio 2... For the love of all that is holy get excited for the updates coming to GML!
Finally it looks like it's becoming more and more off a legitimate language with the addition of lightweight objects and inline methods...
Maybe people will start taking GML seriously and Gamemaker won't be considered a 'basic' engine anymore :-D
All can be found here: https://yoyogames.com/blog/514/...
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