[gclist] Date: Sat, 17 Jul 1999 05:19:44 -0400

Daniel Wang danwang@CS.Princeton.EDU
17 Jul 1999 13:29:32 -0400

"Tim Sweeney" <tim@epicgames.com> writes:
{stuff deleted}
> 4. References between objects in my game (and in 3D environments in general)
> tend to be clusered: they form groups, where objects within a group contain
> tons of references to other objects in the group, but objects in a group
> contain a fairly small number of references to *other* groups.  So I've been
> trying to devise a GC algorithm that takes this into account.  Any
> suggestions?
{stuff deleted}

I'd take a look at 

Memory management with explicit regions, David Gay, Alex Aiken ACM SIGPLAN
    Notices Vol. 33, No. 5 (May 1998), Pages 313-323 in: PLDI
    '98. Proceedings of the ACM SIGPLAN '98 conference on Programming
    language design and implementation, pages 313-323

not exaclty a GC alogrithm, but I think you could adapt their techniques so
you can mangage clumps of objects in an interesting way.