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by carloscm
2989 days ago
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I originally did. This was fine when the scripting was just doing data setup in advance, and it wasn't being run per-frame as game logic. When I started The Spatials V3 (aka Galactology) I also started doing real time game logic in s7. After enough code it became clear that the fastest purely interpreted scheme wasn't fast enough to be put into a soft real time path (the game grew up to hundreds of systems, in the ECS sense). So I made a 6 months long gameplay development freeze last year and I converted all the s7-flavored Scheme code into the l2l Lisp dialect with a custom transpiler (which had to be aware of all the s7-ism plus my own s7 reader macros), and replaced the C++ binding layer with sol2. This resulted in a ten-fold increase in performance when the game is limited by logic perf (it's not visible with an empty new game). LuaJIT is alien technology for all I know. I have to do a proper write up some day. |
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