• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
MeshGearFox

[Lua] Store references to objects in hash table, or look up each time?

4 posts in this topic

Simplified version of what I'm doing:

Basic text adventure engine. Rooms and game objects are stored in hash tables. Rooms themselves are a table containing, among other things, a table indicating what their contents are.

The contents table could be two things:

1) A list of object names which could be used to look up the actual game objects from that hash table.
B) A list of references to said objects.

Which would be preferable?
0

Share this post


Link to post
Share on other sites
Personally, I would prefer the contents table have a list of object names or IDs that can be used to look the objects up. That would greatly simplify the tweaking process of editing and balancing items, allowing you to edit the item definition in only one place (the main lookup table), rather than going through all the room contents tables and editing the item definitions there.
0

Share this post


Link to post
Share on other sites
Benchmark if you doubt.

Without benchmark, I guess reference (if you mean Lua reference) has better performance because it uses integer keys rather than string?
-1

Share this post


Link to post
Share on other sites
[quote name='JTippetts' timestamp='1327153093' post='4904814']
Personally, I would prefer the contents table have a list of object names or IDs that can be used to look the objects up.
[/quote]

As I said, all of the objects are stored in a hash table. The local contents tables in the rooms are just either going to hold strings that the actual object can be looked up from the hash table with, or a references to the objects in the hash table.

wqking, references SHOULD be faster -- from my understanding not because they use integer keys, but because... well, apparently local variables are faster to access in lua because they're stored in registers and not the global hash table, and register lookup is faster than table lookup, which I think is the case. However, table lookup in Lua is still supposed to be pretty fast -- tables are like, its main data structure, so it's optimized for those.

The problem with references is that, as data, they're a bit fiddlier to work with, and may or may not lead to a leakier abstraction than I'd have otherwise.

The other problem is I'm not entirely sure how the Lua garbage collector works, or how Lua handles references as a whole, so what I'm assuming are fairly permanent references might actually be not that permanent.
0

Share this post


Link to post
Share on other sites
[quote name='MeshGearFox' timestamp='1327186784' post='4904964']
The problem with references is that, as data, they're a bit fiddlier to work with, and may or may not lead to a leakier abstraction than I'd have otherwise.
[/quote]

Then wrap the operation of the reference management in some object.
The object may needs fiddly, but using the object should be easier.

[quote name='MeshGearFox' timestamp='1327186784' post='4904964']
The other problem is I'm not entirely sure how the Lua garbage collector works, or how Lua handles references as a whole, so what I'm assuming are fairly permanent references might actually be not that permanent.
[/quote]

If you hold a Lua reference, Lua won't GC the object that referenced. When you unref it, the object may be GCed.
That's to say, holding a Lua reference will make the object always live.
-1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0