Re: [GD-General] Scripting Systems
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From: Alen L. <ale...@cr...> - 2004-01-22 11:02:36
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From: "Eero Pajarre" <epa...@ko...> > 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 |