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



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