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You attack the problem from C, and write a memory allocator which
pools small allocations, or modify the Lua source code and add pooling
to the table creation / destruction functions.

On Thu, Jul 30, 2009 at 6:50 PM, Brian Weed<> wrote:
> Well, the tables would not be re-tasked for different object types
> (vectors would stay vectors, etc...), and re-setting x, y, z to 0 is
> much less expensive then deleting and then allocating a new table.
> Either way, I don't have high hopes about solving this automatically.
> I'm thinking that I just need to get my programmers to not create
> thousands of temporary tables per frame.
> Brian