Search found 64 matches
- Mon Jun 21, 2010 6:37 am
- Forum: General
- Topic: New website design!
- Replies: 14
- Views: 10242
- Sun Jun 20, 2010 2:01 pm
- Forum: Games and Creations
- Topic: Proto-RTS
- Replies: 69
- Views: 45004
Re: Proto-RTS
I'm glad to see this project is still active. Looking forward to further developments!
- Sun Jun 20, 2010 1:47 pm
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 157725
Re: My Adventure Game Engine (NEW DEMO ON PAGE 20! 6/17/10)
Great work Keep it up.
- Sun Feb 28, 2010 2:42 pm
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Re: Code Optimizing & Performance trics
Does it make a difference when you draw something with coordinates existing out of integers or decimals(floating point numbers)? Actually is it good to work constantly with decimals in general? or is it better to work with math.floor or math.ceiling? (although they are slow to...) thank god that bar...
- Sun Feb 28, 2010 2:30 pm
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Re: Code Optimizing & Performance trics
There is no way when this happens exactly unless you call the garbage collector explicitly, and even then you can only be sure it is collected afterwards , the GC just collects whenever it detects your program is not doing anything time-critical. so it's not like that the collector is run automatic...
- Sun Feb 28, 2010 2:15 pm
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Re: Code Optimizing & Performance trics
Some questions If you have a loop running through a table. for i, item in pairs( itemtable ) do if condition = true then itemtable[i] = nil end end So this should make some items in the table nil. - I heard the garbage collector picks them out and removes them from the table at some point? is this c...
- Sun Feb 28, 2010 10:40 am
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Re: Code Optimizing & Performance trics
Thx for the explanation.
I've found a great page where they test several lua code performances.
http://trac.caspring.org/wiki/LuaPerformance
I've found a great page where they test several lua code performances.
http://trac.caspring.org/wiki/LuaPerformance
- Sat Feb 27, 2010 3:14 pm
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Re: Code Optimizing & Performance trics
do you mean loop through a table using pairs or table?bartbes wrote:Prevent as much table lookups as possible.
bartbes wrote:In lines that get called more than once don't use anonymous functions
I have no clue about what you are talking about, anonymous functions?
Keep those tips coming
- Sat Feb 27, 2010 10:41 am
- Forum: Support and Development
- Topic: Code Optimizing & Performance trics
- Replies: 18
- Views: 10385
Code Optimizing & Performance trics
I didn't find a topic grouping several issues, tips, trics to make your code as optimized as possible and achieve a better performance. Things you should bear in mind when making your game a fast as possible. Like how to handle variables, loops, tables, garbage collection... These are things I've fo...
- Thu Feb 25, 2010 9:40 pm
- Forum: Libraries and Tools
- Topic: what is this code doing?
- Replies: 4
- Views: 4395
Re: what is this code doing?
wel self.button is actually a metatable existing out of keys and values n = key and b = value (this example a button) the code itself is a for loop, iterating through every key of the table (in this example every button added to the table) b:update(dt) <-- this will update the button Someone correct...