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- Subject: Re: local keyword in the global scope, and other things.
- From: "Simon Wittber" <simonwittber@...>
- Date: Wed, 8 Nov 2006 13:07:30 +0800
On 11/8/06, Thomas Harning Jr. <email@example.com> wrote:
Sorry to burst your bubble... but Lua does not have pre-emptive
threading built in... However in a game engine, use of Lua's
co-routines can make game logic very simple (each entity gets its own
coroutine and you cycle through it for operations).
I got the impression lua could work with real threads from here:
Are these examples out of date or deprecated?
Threading in a game engine can be tricky, you'll want to setup some
specific threads to queue operations. Ex: One thread doing game
logic (looping over the co-routines and handling events), one thread
doing graphics, one thread for sound, one thread for networking
I was thinking of something more general, somethin like this (pseudo code):
function map(fn, list)
function _map(fn, half_list)
for item in half_list do
list_a, list_b = split(list)
thread_a = thread.create(_map, list_a)
thread_b = thread.create(_map, list_b)
return thread_a.join() + thread_b.join()
Which could possibly be applied to any general looping operation,
depending on a threshold, and the number of cores / cpus. This sort of
construct could be scaled to as many cores / cpu's are available.
Can Lua, or a Lua extension provide this kind of threading construct?