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Re: [Josh] Monday, November 6, 2017

#41
Hi Josh!

If I understand it correctly, every coroutine has a separate stack, and every piece of game logic will be a coroutine.
Is this an issue? If the size of the stacks is large it would limit the number of coroutines, but if it is small the bigger coroutines may overflow...
For instance, with small 1KB stacks, and 1GB of RAM dedicated to them, you get about 1 million. If every ship needs several coroutines, this could be a limit.
I had this issue on a project of mine (not in Lua), and started to look into growable stacks before giving up, so I'm interested in your take on it ;-)

PS: I really enjoy the technical part of the dev logs!

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