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So far our performance bottlenecks are in the graphics pipeline. We’re doing some heavy alpha channel rendering that remains our primary load.
Most of the disadvantages of Managed DirectX are in the fact that the version we are using has some noticeable bugs. The Audio/Video library will hold on to resources and never let go. The built in Sprite class devours texture memory. The built in Line class seems to create random crashes. The Font class has a memory leak. Most of these have a work-around, but they always take a lot of time to discover.
Garbage collection is not generally a problem because our large resource objects are collected between levels.
Our source code isn’t exactly the caliber of Half Life, but we definitely obfuscate the code. Obfuscating brings its own challenges, so I highly suggest finding your obfuscation solution very early in the project. It will save you grief in the long run.
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