[Multiplayer ARPG] Yet Another Scripting Performance Update

May 19, 2017

Nothing new to post. Premature optimization is the bane of many programmers, and I happen to fall victim of it. I understand the circumstances though, so maybe it’s not too big of a problem and perhaps even beneficial. If my game isn’t running smooth with thousands of monsters chasing hundreds of players around, I’m not […]

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[Multiplayer ARPG] Scripting Performance

May 12, 2017

I’m uptight when it comes to performance. This week I spent some time profiling both NLua and MoonSharp to determine which would be best for Project Peril. NLua is what I initially had implemented, but it turns out MoonSharp is slightly faster for my case. MoonSharp also offers cool features for sandboxing scripts so modders […]

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