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speeder
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Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case)

I have no idea of where to look for that.

Also it would be nice to be able to profile code that resemble somehow the release code, my "debug" binary is about 12 times bigger...

EDIT: My game was made with C++, compiled with GCC, runs on Windows and GNU/Linux for now, compiled natively (ie: MingW on Windows, regular GCC on GNU).

Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case)

I have no idea of where to look for that.

Also it would be nice to be able to profile code that resemble somehow the release code, my "debug" binary is about 12 times bigger...

Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case)

I have no idea of where to look for that.

Also it would be nice to be able to profile code that resemble somehow the release code, my "debug" binary is about 12 times bigger...

EDIT: My game was made with C++, compiled with GCC, runs on Windows and GNU/Linux for now, compiled natively (ie: MingW on Windows, regular GCC on GNU).

Source Link
speeder
  • 1.4k
  • 1
  • 12
  • 27

Profiling code with threads and script interpreter.

Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case)

I have no idea of where to look for that.

Also it would be nice to be able to profile code that resemble somehow the release code, my "debug" binary is about 12 times bigger...