Latest Stable Release: 1.2.0 (4/29/2024)
ComputeLua Module
Github
Documention
API
External resources used
Why ComputeLua?
Simply using ComputeLua you can easily send a bunch of workers to run a function all in parallel, then get them to work on some data and send them back to the main thread.
ComputeLua is great for large computations that need to happen quickly, such as:
- Terrain generation
- Editing the vertices of an EditableMesh
- Simulation like waves
ComputeLua is fully and statically typed, so autocompletion will happen and errors will throw is incorrect types are inputted.
Limits
The data that can be sent over to workers can only be these data types. This is due to the limitations on SharedTables, but these data types should be all you need.
(Only data types for ComputeBuffers and the VariableBuffer)
- Vector2
- Vector3
- CFrame
- Color3
- UDim
- UDim2
- number
- boolean
- string
No, you cannot have functions in these buffers.
To make everything run faster, the keys for ComputeBuffers and the VariableBuffer must be a number. A worker can easily access the current data they are working on within the massive table by using their dispatch ID if the keys are all numbers
How do I use this?
A detailed description can be found on the documention site
Getting Started
Anymore information you may need can be found on the API site
API
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