"Questions that don't deserve their own thread" thread
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Re: "Questions that don't deserve their own thread" thread
Oh, that was simple. (i.Thank .. " you.")
- zorg
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Re: "Questions that don't deserve their own thread" thread
also, string formatting is faster than concatenation, so be aware of that.
alternatively you could store data in tables, and table.concat those all at once, that's fast.
alternatively you could store data in tables, and table.concat those all at once, that's fast.
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Re: "Questions that don't deserve their own thread" thread
In theory, what do you think is the best way to do checkpoints for a racing game be? Not looking for code, just a general thought on the best way to implement them... I figure probably give each checkpoint it's own self:update function to check for items passing through, but my gut is saying there's a better way. I don't know, what do you guys think?
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Re: "Questions that don't deserve their own thread" thread
Make a table of check points. Then have the racer object check if it collides with one of them. If you have a lot of checkpoints you could probably use bump to speed it up. This is what I would do anyways.
- aloisdeniel
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Re: "Questions that don't deserve their own thread" thread
Hello, I wonder how its less performant to use pairs instead of ipairs.
For example, for storing a tiled map, I often see something like :
But, it could also be stored like (that involves less loops) :
I know it depends on the number of empty slot etc ... but dors anyone know the real impact of *pairs* ?
For example, for storing a tiled map, I often see something like :
Code: Select all
local map = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0 },
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0 },
}
for y,row in ipairs(map) do
for x,tile in ipairs(row) do
-- draw tile to x,y
end
end
Code: Select all
local map = {
[2] = { [5] = 1, [6] = 2, [7] = 1 },
[3] = { [5] = 1, [6] = 2, [7] = 1 },
}
for y,row in pairs(map) do
for x,tile in pairs(row) do
-- draw tile to x,y
end
end
My LÖVE libraries : pixelatlas, pixelmap
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Re: "Questions that don't deserve their own thread" thread
Pairs is really slow in luajit. Iirc it's like 4x slower. It also makes the code around it slower by not allowing it to be JIT compiled. Although it is slower it probably will not matter if you are only looping through a few objects. If it's over 100 you probably would want to start benchmarking it to make sure its not effecting your game.
Re: "Questions that don't deserve their own thread" thread
Your question is more complex than it seems, and it would probably deserve its own thread.
There are cases in which a sparse table (by that I mean a table in which not all values are defined) makes more sense than a (dense) sequence (one in which all values from 1 to some N are defined). Whether that's your case depends on your application, and judging what's best can be quite tough, and ultimately only resolvable by testing. It's even possible that the result of the testing reveals your application behaves faster with one method in some parts and faster with the other in some other parts, making the decision even harder.
Your example is not comparing equals to equals. To draw a map, if the screen covers the whole of the map then in order to use the sparse method, you need to pre-fill the background with the default tile and then go through each tile the way you've indicated. Whether that pre-filling voids the gains obtained by making the map sparse is an issue. However, I've found that LuaJIT performs better with ipairs than with pairs in your specific example, but with Lua it's the contrary:
A typical result:
For maps bigger than the screen, you don't iterate over all tiles; you iterate over the visible portion of the tiles. That means that you typically don't use pairs or ipairs for that. You use loops with numeric indexes.
In that case, for the sparse table Lua still has to do a hash lookup for every coordinate, and chances are that a sequence will perform much better.
After changing the loops in the test function like this, to accommodate for that kind of map:
ipairs trumps pairs even under Lua:
There are cases in which a sparse table (by that I mean a table in which not all values are defined) makes more sense than a (dense) sequence (one in which all values from 1 to some N are defined). Whether that's your case depends on your application, and judging what's best can be quite tough, and ultimately only resolvable by testing. It's even possible that the result of the testing reveals your application behaves faster with one method in some parts and faster with the other in some other parts, making the decision even harder.
Your example is not comparing equals to equals. To draw a map, if the screen covers the whole of the map then in order to use the sparse method, you need to pre-fill the background with the default tile and then go through each tile the way you've indicated. Whether that pre-filling voids the gains obtained by making the map sparse is an issue. However, I've found that LuaJIT performs better with ipairs than with pairs in your specific example, but with Lua it's the contrary:
Code: Select all
require 'socket'
local gettime = socket.gettime
function test(use_ipairs)
local map
if use_ipairs then
map = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0 },
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0 },
}
else
map = {
[2] = { [5] = 1, [6] = 2, [7] = 1 },
[3] = { [5] = 1, [6] = 2, [7] = 1 },
}
end
local starttime
local endtime
local sum = 0
starttime = gettime()
if use_ipairs then
for i = 1, 1000000 do
for k, v in ipairs(map) do
for k, v in ipairs(v) do
sum = sum + v
end
end
end
else
for i = 1, 1000000 do
for k, v in pairs(map) do
for k, v in pairs(v) do
sum = sum + v
end
end
end
end
endtime = gettime()
return endtime - starttime, sum
end
-- Ensure both branches are pre-compiled
test(false)
test(true)
print("With pairs:", test(false))
print("With ipairs:", test(true))
Code: Select all
$ love .
With pairs: 0.12001514434814 8000000
With ipairs: 0.094685077667236 8000000
$ luajit main.lua
With pairs: 0.12058019638062 8000000
With ipairs: 0.094517946243286 8000000
$ lua main.lua
With pairs: 1.1777708530426 8000000
With ipairs: 3.2261650562286 8000000
Code: Select all
for y = top, top + height - 1 do
for x = left, left + width - 1 do
-- draw the tile
end
end
After changing the loops in the test function like this, to accommodate for that kind of map:
Code: Select all
starttime = gettime()
if use_ipairs then
for i = 1, 1000000 do
for y = 1, 3 do
for x = 1, 11 do
sum = sum + map[y][x]
end
end
end
else
for i = 1, 1000000 do
for y = 1, 3 do
if map[y] then
for x = 1, 11 do
if map[y][x] then
sum = sum + map[y][x]
end
end
end
end
end
end
endtime = gettime()
Code: Select all
$ luajit main.lua
With pairs: 0.18178987503052 8000000
With ipairs: 0.046344995498657 8000000
$ lua main.lua
With pairs: 3.0706739425659 8000000
With ipairs: 2.5100657939911 8000000
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Re: "Questions that don't deserve their own thread" thread
I wonder if things have changed since this benchmark. Your numbers suggest that things have.
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Re: "Questions that don't deserve their own thread" thread
One more way to store that data is to just insert {tiledID,x,y} into an array which would be a smaller table to iterate over and you can take advantage of ipairs.
Re: "Questions that don't deserve their own thread" thread
I'm just wondering if you could pass a function to a function in lua?
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