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Foorumi

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    User AvatarZack Nelson
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    Hey man,

    I dealt with this recently. The core issue usually comes down to:

    Early game engines (mid‑1990s) employed bespoke, stack‑based scripting languages such as QuakeC and UnrealScript, which avoided garbage collection by using manual memory pools and deterministic destruction, yielding sub‑100 µs script call overhead. The adoption of Lua in the early 2000s brought flexibility and rapid iteration but introduced a stop‑the‑world mark‑sweep collector that caused noticeable hitches in titles like World of Warcraft dur

    Best way forward is:
    Scenario 1 – Competitive FPS (CS:GO‑style UI Scripting) The engine embeds LuaJIT for HUD animations and event handling. Each frame processes ~1,200 UI widget updates, generating ~18 KB of short‑lived allocations. With an arena allocator scoped to the UI pass, allocation latency averages 3.8 ns per object and GC pauses are confined to a 0.22 ms incremental slice occurring every 4 frames, keeping 99.9th‑percentile frame time under 1.1 ms on a 240 H

    Hope this helps!

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