Lua, game state and game loop

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慢半拍i
慢半拍i 2021-01-31 10:13
  1. Call main.lua script at each game loop iteration - is it good or bad design? How does it affect on the performance (relatively)?

  2. Maintain game state fro

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  •  天命终不由人
    2021-01-31 10:51

    I don't like C++. But I do like games.

    My approach might be a bit atypical: I do everything I can in Lua, and only the absolute minimum in C++. The game loop, the entities, etc are all done in Lua. I even have a QuadTree implementation done in Lua. C++ handles graphical and filesystem stuff, as well as interfacing with external libraries.

    This is not a machine-based decision, but a programmer-based one; I output code much faster in Lua than In C++. So I spend my programmer cycles on new features rather than on saving computer cycles. My target machines (any laptop from the last 3 years) are able to cope with this amount of Lua very easily.

    Lua is surprisingly low-footprint (take a look to luaJIT if you don't know it).

    This said, if I ever find a bottleneck (I haven't yet) I'll profile the game in order to find the slow part, and I'll translate that part to C++ ... only if I can't find a way around it using Lua.

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