[aquaria] Patch to run Lua scripts as threads
achurch+aquaria at achurch.org
Mon Jul 5 02:16:36 EDT 2010
>Having one lua_State per script rather than per entity would be huge memory
>It doesn't seem like that'd be much of a waste at that point. The waste is
>loading the same scripts multiple times.
Fair enough. (: I was worried about the ~60k/state just from registering
all the interface functions, but entityinclude by itself looks like it
takes up 20k/instance, so that could cancel out the loss all on its own.
I've implemented the code for your suggestion locally, and I'm working
through the scripts now (which are going to be a gigantic commit, heh).
On a tangent, and mostly out of curiosity: What's the state of the
ParticleEffectScript stuff in ScriptInterface.cpp? It's all inactive
as far as I can tell; I had to comment it out for the new Lua state
code because I wasn't quite sure how it was intended to work. Is it
something that could be useful if I integrated it into the new code, or
should I not worry about it?
achurch at achurch.org
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