neko259 wrote:Does minetest use one threads for all mods now or a thread per each mod?
Krock wrote:neko259 wrote:Does minetest use one threads for all mods now or a thread per each mod?
Lua runs on one thread - you can notice the lag when a Lua mapgen generates terrain.
neko259 wrote:Does anyone work to make it use more threads? I think this would greatly improve performance. Or am I wrong?
Krock wrote:You can start developing anytime.
rubenwardy wrote:In the sims 3, each object has its own thread. It works because they can request a resource and lock it.
You would need to completely redesign the modding API. It is very unlikely to happen.
neko259 wrote:If minetest was in python or java...
Linuxdirk wrote:neko259 wrote:If minetest was in python or java...
I’m happy that it isn’t. Python is awesome and Java is …uhm … versatile … in a way. But both aren’t optimized for performance.
neko259 wrote:They can be very perfomant, but you won't see good optimized java applications that are used in enterprise.
Linuxdirk wrote:The problem is: Both languages are interpreted. Interpreted languages are always slower than compiled languages performing the same task.
I’m happy that the Minetest code is written in a compiled language for all the critical tasks. I wish mods would use Python instead of Lua but that’s not that much of a problem since Lua is pretty easy to understand.
Linuxdirk wrote:I’m happy that the Minetest code is written in a compiled language for all the critical tasks. I wish mods would use Python instead of Lua but that’s not that much of a problem since Lua is pretty easy to understand.
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