Stick shift scheduling. I dig it.charles wrote: ↑Sun Oct 08, 2017 2:48 amfrom the Lua reference manualGrumblesaur wrote: ↑Sat Oct 07, 2017 9:25 pmIf the scripting portion of the engine is multithreaded, and you assign a thread for every script, threads will be distributed by the operating system across as many cores as the engine is made aware of.Now that doesn't stop the game engine using O/S mutlithreading for, possibly as an example, graphics rendering and display.Lua supports coroutines, also called collaborative multithreading. A coroutine in Lua represents an independent thread of execution. Unlike threads in multithread systems, however, a coroutine only suspends its execution by explicitly calling a yield function.
regards,
Charles
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Sun Oct 08, 2017 2:31 pm
#91