• 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
Zouflain

[Lua] Seeking advice for multiple OS Threads, handling lua_State

4 posts in this topic

I've hit a brick wall when it comes to an algorithm I'm working on. Data objects are distributed on a quad-tree, and each leaf node is batch processed by an OS thread from a threadpool. The actual processing happens in Lua, however, and that's where I run into serious problems. I understand that every OS Thread should have its own lua_State, but initialization of the Lua script is slow: it's a very large, very extensive script split between multiple files with plenty of C functions tied in - parsing and initializing all this again and again would be nightmarishly slow. Instead I'd rather initialize once, copy the read-made data into each thread's lua_State, and then run the processing. Unfortunately, Lua seems to define "thread" as something totally different than an OS thread, and functions like lua_newthread or lua_xmove are only intended for single-threaded applications. It also makes googling about this almost impossible: everything is about co-routines, which I can't see being helpful here. Any advice for moving forward would be greatly appreciated.
0

Share this post


Link to post
Share on other sites

Can't you initialize your Lua states before hand and store them in an array, one for each thread?

Also you might want to look here, some of the libraries allow concurrent execution of Lua code

Edited by CableGuy
0

Share this post


Link to post
Share on other sites

I've hit a brick wall when it comes to an algorithm I'm working on. Data objects are distributed on a quad-tree, and each leaf node is batch processed by an OS thread from a threadpool. The actual processing happens in Lua, however, and that's where I run into serious problems. I understand that every OS Thread should have its own lua_State, but initialization of the Lua script is slow: it's a very large, very extensive script split between multiple files with plenty of C functions tied in - parsing and initializing all this again and again would be nightmarishly slow. Instead I'd rather initialize once, copy the read-made data into each thread's lua_State, and then run the processing. Unfortunately, Lua seems to define "thread" as something totally different than an OS thread, and functions like lua_newthread or lua_xmove are only intended for single-threaded applications. It also makes googling about this almost impossible: everything is about co-routines, which I can't see being helpful here. Any advice for moving forward would be greatly appreciated.

 

Why couldn't your threadpool initialize in parallel? Why would it take longer to initialize your whole thread pool than to initialize one thread? Are you only able to initialize one at a time?

0

Share this post


Link to post
Share on other sites

There are some thread libraries which sit on top of Lua and give Lua a threading model complete with thread safety objects. That way a single Lua state can spawn off multiple threads and still share the same global Lua state. I've not used them too much, but I did do some research into this. See if any of these work for you ?

 

http://lua-users.org/wiki/MultiTasking

http://www.luteus.biz/Download/LoriotPro_Doc/LUA/LUA_For_Windows/lanes/comparison.html

 

I believe some of the threading models do "copy" the global state across multiple lua_state objects across threads just as you want, so it's worth looking through them.

 

Good Luck!

0

Share this post


Link to post
Share on other sites
 

Can't you initialize your Lua states before hand and store them in an array, one for each thread?

 
You're absolutely right. I realized this on the way to work after posting. All persistant values (sans the function definitions) were stored in an SQL database, so there's no reason not to just pre-load the virtual machines with the LUA code.

Initializatio might be slow, but it only has to happen once (even though the threads might dynamically open and close, they can simply re-use the already-initialized lua states). Thanks for pointing this out.
0

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