   GC in C++ in games
  I recently found a garbage collector in C++ Boehm-Demers-Weiser GC.I'm wondering if such a conservative garbage collector is compatible with the performance needed by games (to be original...a FPS). This sounds quite interesting and safe, I'm not using pointers arithmetic and other ptr tricks that could mislead the GC. Should I use smart pointers or one of those C++ garbage collectors (has anyone used the GC on the page) ? Please share your experience and the issues you encountered with memory management in your projects.[edited by - bashung on February 12, 2004 5:24:37 AM]
  With the right tuning parameters and memory usage patterns, there shouldn''t be anything inherently wrong with using Boehm''s garbage collector in an FPS. Just keep in mind that if you use it for anything other than a leak detector, you need to maintain a certain mindset so that your allocation/deallocation patterns works with the garbage collector instead of against it. For example, (unless the collector has changed quite a bit since I last used it) it''s better to explicitly free memory blocks that are unshared with short lifetimes rather than letting the garbage collector handle it. ;  I use boost::shared_ptr and RAII and haven''t had problems with memory mgmt in my projects.--Dave Mikesell Software;  Thanks for your answers. Dave, I just checked your article on memory management and this Boost ptr sounds fine, I will try this as well. 