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- Subject: Re: Newbie Question - LuaBind and exec speed.
- From: "Tom Spilman" <tom@...>
- Date: Fri, 25 Apr 2003 21:06:00 -0000
--- In lua-l@yahoogroups.com, "antic0re" <ashmodeus@h...> wrote:
> How fast is the interface between lua and c++ via LuaBind? I'm not
> sure whether to implement my games class hierarchy in c++ and then
> bind those classes to Lua or whether i should implement the
heirarchy
> entirely in lua and just call out to processor intensive c++
methods
> when i need to.
This questions is probably better on the luabind list at...
https://lists.sourceforge.net/lists/listinfo/luabind-user
Still my choice was made by looking at UT2003. It implements just
about everything in Unreal Script... a surprisingly huge amount of
the game code. Since Unreal Script is byte code based i'm assuming
( probably a big assumption ) similar performance to Java or Python
which in many cases is slower than Lua. And even if i'm off on my
assumption performance critical stuff can still be moved to C/C++
objects as necessary.
That brings up the need for some kinda lua performance profiler of
sorts. Any suggestions on that?
Tom