> Unfortunately, garbage-collected languages have historically not been great for real-time action games.
I’ve heard this a lot and even parroted it myself, but in all honesty I would be surprised if this is true today. First, GC does not mean “no control at all” over GC pauses. Secondly, GC pauses are incredibly short in some languages, unless you have to deallocate a lot.
Without first-hand experience, I would assume that GC is not an issue for games today, given that you are aware of how allocations work, and you have access to a good profiler if necessary.
As usual, the best language is most likely the one with the best ecosystem (libs, tooling, docs) around the domain that you’re working in.
I’ve heard this a lot and even parroted it myself, but in all honesty I would be surprised if this is true today. First, GC does not mean “no control at all” over GC pauses. Secondly, GC pauses are incredibly short in some languages, unless you have to deallocate a lot.
Without first-hand experience, I would assume that GC is not an issue for games today, given that you are aware of how allocations work, and you have access to a good profiler if necessary.
As usual, the best language is most likely the one with the best ecosystem (libs, tooling, docs) around the domain that you’re working in.