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- Subject: Re: report on the Lua in the Gaming Industry Roundtable at GDC 2004
- From: Robert Anderberg <lua@...>
- Date: Fri, 16 Apr 2004 21:21:00 +0000
On Thursday 15 April 2004 7:55 pm, Adam D. Moss wrote:
> > Avoid using Lua in "every frame" actions as performance drops
> > dramatically. For example, don't use Lua to do animation updates; set
> > up parameters for the animation in Lua and do the updates in C/C++
> > code.
>
> Yes!! I wish I'd had someone warn me six months ago. :) I'm
> still not sure why Lua seems to perform very respectably for
> reactive tasks and even a lot of general-purpose crunching but
> REALLY starts to drag when doing even a few rather simple
> tasks /every/ frame. Perhaps the setup of invoking Lua from C
> is fairly heavy (I suspect not) or it's a more subtle issue
> such as Lua thrashing the memory caches.
Our last game (http://www.lua.org/uses.html#113) was writtern using renderware
as a base witht he whole game being writtern in Lua. All iteration and
processing was done from a Lua main function.
We found that the garbage collector would cause the game to pause every so
often, so we called it every frame, that slowed us down quite a bit. I think
that was due to more to lazy coding rather than a problem with Lua itself.
While the games were quite simple, we literally did everything in Lua,
including vector and maths calculations.
The target machine was a P3 400Mhz PC
Rob