~/talk

Game Engines With C# and Rider

Talkat JetBrains GameDev Days 2024 · 2024-10-09..10-10· [dotnet]
name:Alex Drum
links:none on file
slides:none on file

A Pokemon-like engine is built from scratch using SDL2 and C# and shipped with two custom scripting languages that have Rider language servers; Rider’s profiling suite (Rider dotMemory/dotTrace) finds where the GC generations, LOH (>85,000 bytes) and the pinned-object heap cause hotspots. File I/O is reduced by packing 193 files into one binary with per-file headers and SHA-256 checksums. Object pools, struct-by-ref patterns and a custom marshal-based ToBytes routine cut allocations and the engine runs with demonstrably lower memory and CPU spikes.

AI-written summary · about

  1. 0:00Introduction and background
  2. 2:31Understanding game engines
  3. 5:39Memory management basics
  4. 7:55Why choose C#?
  5. 10:56Leveraging Rider tools
  6. 13:15Performance profiling
  7. 21:22Runtime memory analysis
  8. 30:11Memory diffing techniques
  9. 32:40Optimization strategies
  10. 34:14Data structures and references
  11. 41:16Variable scope and caching
  12. 43:09File compression methods
  13. 46:55Practical code examples
  14. 56:30Conclusion
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