Tycow wrote: ↑Fri Jun 09, 2017 6:25 am
Some of Josh's posts are a bit acronymtastic... can we get an acronym list made up and pasted at the bottom of his post? It's a standard thing for technical report writing (which some of Josh's posts are...
)
That's actually a great idea
And I could whip up a really quick python script that post-processes my update to make all the acronyms link to an 'LT Technicalpedia' entry. Or not.
But yeah. Good idea. I throw around a lot of jargon. I probably made most of it up
At least this way we can give some meaning to my technical ramblings, even if Webster doesn't :V
Flatfingers wrote: ↑Tue Jun 06, 2017 1:15 am
BOOM. Nicely done.
I know that's been the most critical milestone for Limit Theory. And I'm very happy it's been solved.
But I will admit to also thinking that, if there is ever a second game from Procedural Reality, Inc.,
this problem has now been solved for that game as well. Even if some of the ECS-scripting details are tweaked/improved, this is a foundational technology that instantly makes darn near any kind of game possible.
I think that's pretty cool.
One question: does this make LuaJIT garbage collection irrelevant? How does GC fit into the new model?
Yes!! I'm loving that about the new engine in general. Feels like we're building a really solid foundation for the future (without that being an explicit goal, of course, because designing for the future is a fool's errand in the first place
).
Re GC: it definitely makes a certain percentage of it irrelevant. The higher that percentage, the higher the perf. My goal is 100%, so that we can turn off the GC entirely. That's actually a reasonable goal I believe, considering that we've already established how much of a difference having the data live in C makes. I will (and have already to some extent) make it as easy as possible for people to define new datatypes that can live on the C side, so that scripts can still have their own helper data and such without unknowingly invoking GC.
But even if we don't manage to do away with it entirely, keeping most of the data out of the Lua side makes GC
way faster. GC times are roughly proportional to total Lua-allocated memory, so with 90% of the memory being managed by C, 90% of the GC's work goes away. It will be good
Odhrean wrote: ↑Tue Jun 06, 2017 2:39 am
I am reading your Dev Blog's since 2012 and it is simply amazing what you do.
You are the most talented man who always stands up again if something blows you down.
You inspire me every Day and this Blog Post made me Say it to you.
Keep your Great work up
Thank you sincerely Odhrean, that was a really kind post and made my day
I appreciate it. And welcome to non-lurker status!