Suggestion: Idea for performance enhancement, refocus of programming teams.
OutSiDeR_
Join Date: 2013-02-12 Member: 183008Members
I will admit I do not have a lot of experience with producing games. But I do have some experience with programming efficiency.
I have read a few threads about the LUA code and how modifying the JIT for C++ <-> lua will break all the mods, but perhaps further thought needs to be taken into exactly what is in the lua code.
My suggestion is simple, and with a rhetoric.
If the lua code was meant for easy development, and for the ability for users to create mods. Why not have it simply for this, and this only. I am sure there is no reason that you cannot have patches, or mods or pre-releases created in LUA. But I would suggest for performance that you have the actual releases, or final tests done with the code in C++. I am sure that it would not be too difficult to implement core code, and the most intensive code into C++. But during the production process, use lua for exactly that, mods, testing and production.
Now I realise that you cannot always test things adequately, but definitely use lua for its advantages, perhaps a balance test, or to test a new model. But my suggestion is to, when a patch is released, it is released in the most highly performing platform, C++.
Obviously I do not fully understand the mechanics of how this works because I don't have the time, but it seems illogical to me that you use a prototype as a final product..
I have read a few threads about the LUA code and how modifying the JIT for C++ <-> lua will break all the mods, but perhaps further thought needs to be taken into exactly what is in the lua code.
My suggestion is simple, and with a rhetoric.
If the lua code was meant for easy development, and for the ability for users to create mods. Why not have it simply for this, and this only. I am sure there is no reason that you cannot have patches, or mods or pre-releases created in LUA. But I would suggest for performance that you have the actual releases, or final tests done with the code in C++. I am sure that it would not be too difficult to implement core code, and the most intensive code into C++. But during the production process, use lua for exactly that, mods, testing and production.
Now I realise that you cannot always test things adequately, but definitely use lua for its advantages, perhaps a balance test, or to test a new model. But my suggestion is to, when a patch is released, it is released in the most highly performing platform, C++.
Obviously I do not fully understand the mechanics of how this works because I don't have the time, but it seems illogical to me that you use a prototype as a final product..
Comments
eg. when there are lots of cysts we go from 120fps down to 70 fps