Re: Scripting Systems

Eero Pajarre <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Alen Ladavac wrote:

> 
> 
>>Lua is fast.  It's small.  It's trivial to embed.
> 
> 
> 
> Do you think that GC is main speed problem? How about name lookups? Does
> that show on your profile?
> 


For me GC has not been the main problem speed wise, and I do trigger
GC each frame, so that I can minimize "real time" problems with it.

Profilers show the Lua name lookup as a spike in the curves, this might
be partially because the VC++ generated code seems to just hit some kind
of cache line/branch prediction limitation at least on Athlon, when
compiling the Lua hashing function. I suspect that I see the name lookup,
not so much as plain variable lookup, but because it is used when fetching
array elements by name. Local variables them self AFAIK do not need the name
lookup.

The main CPU consumption spike still exists in the Lua virtual machine,
executing the "byte code" interpreter seems to be quite unlucky exercise
for the branch prediction logic in the CPU, and mispredicted branches
hurt a lot on P4/Athlon.


		Eero




-------------------------------------------------------
The SF.Net email is sponsored by EclipseCon 2004
Premiere Conference on Open Tools Development and Integration
See the breadth of Eclipse activity. February 3-5 in Anaheim, CA.
http://www.eclipsecon.org/osdn
_______________________________________________
Gamedevlists-general mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gamedevlists-general
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=557
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.