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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.



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