GameLisp provides automatic memory management, in the form of a tracing garbage collector (GC). This means that there's no need to worry about cyclic references - orphaned reference cycles will be collected automatically.
Traditional tracing GCs wait until a certain amount of memory has been allocated, and then attempt to scan or deallocate a large amount of memory all at once. Even incremental or concurrent GCs tend to wait for memory pressure to reach a certain level, switch themselves on for a while, and then switch themselves off - examples include Unity's upcoming incremental collector, and the garbage collector currently provided by Lua and LuaJIT.
None of these options are the right choice for game development. In order for a fast-paced game to avoid feeling "choppy", it must meet the deadline set by the monitor's refresh rate, or an integer fraction of that refresh rate (say, 72 Hz for a 144 Hz monitor). A swap chain can allow the game to accumulate one or two frames of "borrowed time" without being detectable to the user (at the cost of increased latency), but whenever the cumulative delay exceeds those one or two frames, the debt is cashed in and the user will experience a frameskip.
(This is a simple thing to test - in your main loop, just sleep for 15ms every 40th frame, which is equivalent to exceeding a 60 Hz frame budget by about 0.3ms per frame. If your game involves any fast movement, you'll find that it suddenly "feels wrong", even if you can't pinpoint exactly which frames are being skipped. Note that this test may not work if your swap chain is triple-buffered.)
When a game's GC is allowed to stop and start, and it takes up one millisecond per frame while it's running, then the time budget is effectively one millisecond lower for every frame. If a particular scene normally runs at 16 milliseconds per frame, then when the garbage collector switches on it will suddenly take up 17 milliseconds and start skipping frames. In this scenario, you'd be forced to set aside 6% of your entire time budget just for the GC!
The status quo is usually even worse - when a GC is allowed to "stop the world", it might pause your game for 50 milliseconds or more. I've heard anecdotal reports of games experiencing GC pauses of several hundred milliseconds. This would be clearly noticeable even in a slow, casual game.
GameLisp's solution is a custom incremental GC algorithm which runs once per frame, every frame. The amount of work it performs increases in lockstep with the amount of new memory allocated during the previous frame (which, for a typical game, should be very consistent).
It turns out that when you spread out the work like this, garbage collection is extremely cheap. Appendix A has some concrete performance numbers, but the headline figure is that for a 2D sidescroller running on a mid-range laptop, the GC uses about 0.1 milliseconds per frame, or 0.2 milliseconds for a really busy scene.
For a typical main loop, you should simply invoke the GC once per frame. If you're scripting a program with an unusual main loop (say, a GUI event loop for your level editor), then you should aim to invoke the GC about sixty times per second, although it's fine to temporarily stop when your program isn't executing any GameLisp code.
There's currently only one way to tune the GC's behaviour: calling
(= (gc-value 'ratio) r) to assign a "heap ratio". This is the ratio between the average size of
the GC heap, and the amount of long-lived memory which it stores. The default value is
1.5, so if you store 10mb of useful long-lived data on the heap, it will also contain about 5mb
When you set the ratio to a lower value, the GC will need to perform an exponentially higher
amount of work to keep up. The minimum ratio is currently