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by vvanders
1769 days ago
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I think you may be indexing a bit into your exposure and painting the industry in a broad brush. I've seen impressive things done with Lua, from literate AI programming with coroutines to building compostable component based language constructs instead of standard OOP. You have things like GOAL[1] which ran on crazy small systems (the Lua I saw ran in a 400kb block as well). On performance, data oriented design and efficient use of caches is the way you get faster. I've done it in Java, I've done it in C#, I've done it in Rust and C++. Certain languages have better primitives for data layout and so you see gamedev index into them. We used to do things like "in-place seek-free" loading where an object was directly serialized to disk and pointers were written as offsets that were fixed up post load. Techniques like this easily net 10-30x performance benefits. It's the same reason database engines run circles around standard language constructs. [1] https://en.m.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp |
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