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Tom> 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.

Mmmmm. How many AI characters did they have running round in the first
Unreal? Didn't the world seem a little devoid of life to you?! :) Havent
really studied UT2003 so can't comment but if they're using the same
system I'd assume the CPU is very busy with the behaviour. Horses for
courses.

>  That brings up the need for some kinda lua performance profiler of 
sorts.  Any suggestions on that?

http://lua-users.org/wiki/LuaProfiler
http://lua-users.org/wiki/LuaProfilerExamples

Always look on the wiki first ;-)

N