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- Subject: RE: Ideas for faster math in lua
- From: "Jerome Vuarand" <jerome.vuarand@...>
- Date: Thu, 14 Feb 2008 13:55:53 -0500
Roberto Ierusalimschy wrote:
>> I would like to be able to process lots of small mathematical objects
>> (vector3 and quaternions) in a resource constrained environment
>> (computer game), without having to pay the cost of new-ing and
>> garbage collecting them. I.e. I would just like to reuse a pool of
>> existing objects.
> Did you meet performance problems or are you just anticipating them?
I implemented such a geometric object system in my application too, and
I met such performance problems. With a few hundred entities in my scene
graph, each recomputing a few matrices in their update method from their
position and orientation, it allocated several tens of megabytes of
temporary data per second.
I then added methods to objects to perform computation in-place and
avoid having to allocate temporary objects for intemediate
sub-expressions, and it gave a significant speed boost.
Here is an example of the optimization:
self.orbital_orientation = quaternion()
self.altitude = 0
self.orientation = quaternion()
self.position = vector()
local midentity = matrixh()
local valtitude = vector()
local global_matrix = self.global_matrix
valtitude.y = self.altitude
And even if that optimized form is acceptable for entity update, for
skeletal animation of a couple hundred of entities with 64 bones each it
just takes too much time to run at interactive framerate, so instead I
rewrite these critical bottlenecks in C.
I was confident that I could do most of my 3D/OpenGL stuff in Lua, but
while it's fine for a few objects to demo some shaders, for a
full-featured virtual world renderer Lua becomes the bottleneck.
On the other hand I didn't try adding new datatypes to the Lua VM. Did
someone try that for such 3D math, and was that successful ?