tag:blogger.com,1999:blog-3205414380859703216.post548825071111840573..comments2023-08-05T08:26:33.769-07:00Comments on F# for game development: Game state management using cooperative multitaskingJohann Deneuxhttp://www.blogger.com/profile/11997760819395618904noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3205414380859703216.post-32822008897408514012011-05-14T11:11:28.651-07:002011-05-14T11:11:28.651-07:00BraveSirAndrew: Yes, closures allocate memory. One...BraveSirAndrew: Yes, closures allocate memory. One way to deal with that is to use the "inline" keyword in F#.<br /><br />The technique I described works well enough for menus. The sample game I wrote triggers a collection a little under once a second, and it takes between 4 and 5 ms.<br /><br />During gameplay, if the scheduler is not updated, the multitasking system won't allocate any memory.Johann Deneuxhttps://www.blogger.com/profile/11997760819395618904noreply@blogger.comtag:blogger.com,1999:blog-3205414380859703216.post-7993212015924327122011-05-13T11:38:19.349-07:002011-05-13T11:38:19.349-07:00This looks really interesting. Thanks for posting ...This looks really interesting. Thanks for posting it. I'm curious to know if compiled F# generates garbage from lexical closures in the same way that C# does? I assume it has to. Do you do anything to deal with that?BraveSirAndrewhttps://www.blogger.com/profile/16420383898304259130noreply@blogger.com