4 ms·
The key is to unhinge the gameplay thread from the render/physics threads. This in practice means you have to use Array of 64 byte Structure for your shared da
by bullen 4y ago
The key is to unhinge the gameplay thread from the render/physics threads.
This in practice means you have to use Array of 64 byte Structure for your shared data.
Lua is not going to change that. You can hot-deploy C with a .so/.dll without losing performance.
- eliasdaler 4y ago"The key is to unhinge the gameplay thread from the render/physics threads." Many simple games don't need it, by the way. A lot of 2D indie games don't do complex enough rendering/physics to warrant a separate thread. This, in turn, makes everything much simpler if your entire game only uses one thread.
- bullen 4y ago2D games can be made with anything. 3D action MMOs on the other hand need attention.
- eliasdaler 4y agoIndeed. I have no credentials to speak about such hard problems, my experience is working with high QPS servers written in Lua and a bunch of small indie games. :)