I'm having some problems with performance during the first 10-15 seconds that my game starts running.
In my game scene class I have a List (nautically-themed game) which stores all of the boats in the game. The Boat class contains the boat's state information, physics information (using Tao.ode), and a mesh for rendering. When the boat list has only one boat in it, everything runs fine. I get about 120 fps right from the start of the game. When there are two boats in the list the game runs at < 5 fps for about the first ten seconds, after which it returns to a normal ~100 fps. When I put three boats in the list the situation gets even worse, < 5 fps for at least 15 seconds after the game starts. I assume that the pattern would continue for larger lists of boats (which I would eventually like to have in the game).
My first thought was that the GC was somehow taking a hit so I eliminated all calls to new() in the render and update loops but this didn't help. Somehow I still think the GC is involved, mainly because the problem gets worse with increasing memory requirements. What I really can't understand though is why the problem "fixes itself" after a certain period of time.
Also, the drop in fps is only in the render loop. The update loop actually gets faster when the render fps drops.
Thanks in advance!
(Off topic: It's been a while since I looked around here and I'm glad to see that the OpenTK community is active and growing! :) )