Marc Feeley wrote:
Of course the best situation would be to have a real-time garbage collector, but QuantZ shows that it is not necessary for a real-time game if you are careful how much and when you allocate.
I second this. I've been developing 3d, rather intensive, iPhone games with Gambit Scheme. I've had no problem getting them to run smoothly with a simple call to ##gc every frame. Sometimes it requires a little more work of minimizing allocations, but that usually is part of the profiling process anyway.
I used to really fear the GC, to the point where I didn't even want to invest the time making a game to see how it would be. But it's totally workable.
- James