That does indeed sound interesting.  IMO an interpreter is the better
approach vs direct IL execution.  The code is interruptible and you can
better schedule things for each frame.  There is also the risk of executing
machine level code without a real sandboxed environment for it.  

Lua as an option would be cool. I had always wanted a python environment but
Lua is perhaps more appropriate for a "gaming" environment.

I hope you can progress your work and I'll continue to report on the Phlox
work.  Only just setting up for it now. But I really need it for what I want
to do.

Mike

-----Original Message-----
From: [email protected]
<[email protected]> On Behalf Of [email protected]
Sent: Sunday, July 01, 2018 2:35 AM
To: [email protected]
Subject: Re: [Opensim-dev] Introduction

On Sat, 30 Jun 2018 14:56:31 -0400 "Mike Dickson"
<[email protected]> wrote:

> As I understand it XMREngine is still translating to CIL bytecode.
> Phlox is a full bytecode interpreter for bytecode optimized for 
> execution of LSL. IMO it's probably the most performant LSL execution 
> engine even to include the LSL implementation in SL.  It's definitely 
> something I'm still going to do. Whether its useful to OpenSim at 
> large I guess remains to be seen.

For what it is worth, I have a partly written LSL engine that converts LSL
to Lua, then compiles and runs the Lua using LuaJIT.  LuaJIT is generally
recognised as the fastest in it's class.  I had taken advantage of Lua and
added XMREngine like extensions.  I've only done a little bit of casual
benchmarking, leaving proper benchmarking until it's more complete, but it
was putting on an impressive performance.

The plan is to allow pure Lua coding as well, since it is a popular
scripting language for 3D games.

--
A big old stinking pile of genius that no one wants coz there are too many
silver coated monkeys in the world.
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