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Is your feature request related to a problem? Please describe.
Some developers and server owners have a lot going on in their game which results in major slowdowns. This can be worked around by allowing developers to balance the load on several threads.
Describe the solution you'd like
Expose methods to the scripting environment that allow developers to use multiple threads. This could be achieved with an existing Lua threading library such as: Lanes or Effil.
Several adjustments will need to be made to ensure threads are destroyed when a player leaves a game, it also shouldn't be possible to spawn an extreme amount of threads and potentially cause harm to a player's computer.
Additional context
Looking back at how servers on garry's mod perform, they all suffered when too much was going on. Obviously the simple solution is to remove content, but you're losing gameplay features in that case.
The text was updated successfully, but these errors were encountered:
Multithreads is a must, for sure! My dream was to support multithreading natively for each Package, so each Lua VM runs on a separated thread, even separated from the base game. This way it is seamless for the scripter, and we can get a huge performance boost!
I will at some point invest myself on that again =D
Is your feature request related to a problem? Please describe.
Some developers and server owners have a lot going on in their game which results in major slowdowns. This can be worked around by allowing developers to balance the load on several threads.
Describe the solution you'd like
Expose methods to the scripting environment that allow developers to use multiple threads. This could be achieved with an existing Lua threading library such as: Lanes or Effil.
Several adjustments will need to be made to ensure threads are destroyed when a player leaves a game, it also shouldn't be possible to spawn an extreme amount of threads and potentially cause harm to a player's computer.
Additional context
Looking back at how servers on garry's mod perform, they all suffered when too much was going on. Obviously the simple solution is to remove content, but you're losing gameplay features in that case.
The text was updated successfully, but these errors were encountered: