Re: Scripting Systems
"Alen Ladavac" <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
From: "Eero Pajarre" <[email protected]> > 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. Interesting idea. It really must smooth the performance. Though I would expect it to be slooow. It certainly does trash the cache big time, doesn't it? > Profilers show the Lua name lookup as a spike in the curves, this might That's same thing that I heard before, and one of main reasons why we didn't choose Lua for in-game scripting. I just couldn't find anyone who could reaffirm that. > Local variables them self AFAIK do not need the name > lookup. That is good. However, any member variable/function access would do a name lookup, right? > 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. Out of curiosity, does the interpreter have a function table for instructions? If yes, then I don't see how so much misprediction could happen. :/ Alen ------------------------------------------------------- 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