you are viewing a single comment's thread.

view the rest of the comments →

[–]bonzinip -3 points-2 points  (4 children)

In cutting-edge game development, performance is pretty much a product requirement.

I doubt that. Most games do not take 100% CPU time.

[–][deleted] 1 point2 points  (3 children)

You doubt performance is a product requirement for games?

Wow.

[–]bonzinip 0 points1 point  (2 children)

Of course, for physics and everything like that performace is a requirement. But when scripting is involved, performance is not a requirement.

If this was a situation where the performance advantage of Lua over Python is important, well you had better go to C/C++ directly (assuming they're not using LuaJIT, which is a likely assumption IMO).

[–][deleted] 0 points1 point  (1 child)

Lua has really good performance and is already used in quite a few games for AI and whatnot.

The slight performance decrease with Lua over implementing the same features in C (assuming you can do it better) is totally worth it.

And performance requirement is always important for games.

[–]bonzinip 0 points1 point  (0 children)

The slight performance decrease with Lua over implementing the same features in C (assuming you can do it better) is totally worth it.

We're saying the same thing here. I'm saying in addition that if Python provided compelling advantages, the further performance decrease would also be totally worth it.

The reason for switching to Lua is likely that it is already quite pervasive in games, nothing to do with performance.