Earlier quoted context omitted.
I think it's worth it to note that "a sufficiently complicated game will spend a lot of time dealing with memory issues" applies to all games. The memory issues might just be different. Or they could be simpler. Most games (especially large ones) tend to end up with multiple ways of garbage collecting eventually, even if written in pure C++. And that isn't even taking into account cache coherency, NULL pointers, doub…
It's bad. The reason is because you don't control the GC and don't even necessarily know what exactly drives the decisions it makes. So once you want to go beyond a certain level of performance, there is no right answer. You are just randomly trying stuff and kind of flailing. In C++ (or another direct-memory language), there is a right answer. You can always make the memory do exactly what you want it to, and there'…
This is why the approach I'm experimenting with is build something very much like a custom allocator in Go, for all values that are allocated in significant numbers. I'm hoping that this will take enough pressure off the GC that it will keep pauses below the threshold where they matter (see above for a caveat about needing a concurrent or incremental GC to avoid long, but less frequent pauses). For what it's worth, I'm not 100% certain that this approach will work well enough, but I'm hoping to get some data that we can use to debate this in more concrete terms.
If this does work well, awesome. If not... well, I'm still tinkering with Rust, but I found the type-parameter explosion off-putting enough that I decided to stick with Go for my first round of experiments. I'm curious how your experience with more limited (as I understand it, perhaps incorrectly) allocation annotations are working out in Jai. After all, I'm not dead set on using Go -- I just want to avoid writing C++ for hobby games if I can possibly avoid it :)