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I've never been more careful to avoid any allocation as I have been in Unity. I had fewer memory concerns in C++ for crying out loud.



I would 10,000x rather have to match new with delete (big deal) than to maintain the revolting unidiomatic contortions I'm obligated to do to outwit the GC.


In modern C++ you don't even have to do that.


Well, in modern C++ you _shouldn't_ do that.


Great point. I may actually have to re-evaluate Unreal 4.


Agreed x10000. For VR we must maintain strictly zero garbage generation. Which is really damn hard in a language built on the assumption of GC.


This. Times 100,000


Seriously! Once they've fully upgraded .NET and the GC, we'll all sigh in relief.




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