And these days you can go ahead and create quite a few short-lived objects without worrying about it, as long as they're elided by escape analysis.
With judicious use of off-heap memory for regular structures it's simple to erase much of the crap in the heap, and reduce already-tiny GC times even further.
Never dropping a frame is another goal entirely, though, and for that I still believe you need a separated rendering/animation mechanism.
With judicious use of off-heap memory for regular structures it's simple to erase much of the crap in the heap, and reduce already-tiny GC times even further.
Never dropping a frame is another goal entirely, though, and for that I still believe you need a separated rendering/animation mechanism.