DreamWeave's production code deliberately localizes functions and precomputes values in hot modules.
That is a technique, not a religion.
What localization can remove
Consider code that repeatedly does this:
if types.Actor.isDeathFinished(actor) then
actor:sendEvent('SomethingChanged')
end
A hot module may instead bind frequently used operations once:
local IsDeathFinished = types.Actor.isDeathFinished
local SendEvent = actor.sendEvent
The potential savings are not mystical. You are avoiding repeated table/property resolution and, depending on the binding shape, potentially avoiding repeated wrapper lookup before the engine call.
S3maphore's actor code localizes operations such as:
core.isWorldPaused;core.sendGlobalEvent;AI.getTargets;AI.isFleeing;- actor type methods;
gameSelf.sendEvent.
Its player combat code similarly hoists gameSelf.type, gameSelf.id, the health/level accessors, and frequently used table/string/math functions.
Do not cargo-cult every local alias
In ordinary setup code, this:
local format = string.format
may make no measurable difference and can make the file harder to scan if every standard function is renamed.
Use localization when at least one of these is true:
- the operation occurs in a measured hot loop;
- it removes repeated traversal through an engine-backed object/type table;
- the alias improves clarity by naming the exact operation the module depends on;
- the module is performance infrastructure where lookup overhead accumulates at very high frequency.
Prefer readable aliases.
Hoist stable object properties
St4sh commit c3e70aa5 hoisted gameSelf.id in a combat hot loop.
That is useful when the property is stable for the module lifetime and repeatedly used in an inner loop.
Do not hoist a property whose value can change unless the cache lifetime matches that change.
Performance and correctness share the same question: what is the lifetime of this value?
Normalize input once
If conditions are registered once and evaluated thousands of times, do normalization at registration.
The SSS performance pass pre-lowercased condition data and removed redundant lower() work from hot evaluation paths.
General rule:
The hot-path shape
Do flexible work at registration so repeated evaluation can operate on compact canonical data.
-
input
Parse / validate / normalize at ingress
Pay the flexible-input cost once.
-
state
Canonical data
Store the representation the evaluator needs.
-
result
Evaluate compact data in the hot path
Avoid repeating normalization for every active object.
How the pieces relate
- Parse / validate / normalize at ingress Canonical data
- Canonical data Evaluate compact data in the hot path
This also improves error messages: malformed input fails near registration rather than halfway through gameplay.
Prefer numeric loops for dense arrays in proven hot code
Several St4sh performance commits replaced ipairs with numeric loops in hot paths.
for index = 1, #actors do
local actor = actors[index]
-- hot work
end
This can give LuaJIT a simpler loop shape and avoids iterator overhead.
Do not rewrite every ipairs in documentation examples. Readability remains the default. Numeric loops become compelling when:
- the data is a dense sequence;
- the loop is hot;
- index access is natural;
- profiling says this layer matters.
Reuse small tables carefully
S3maphore reuses some event payload tables and proxy tables to reduce allocation pressure.
That is safe only when consumers do not retain the table beyond the call/event contract.
A reused mutable payload that escapes is a time bomb.
When designing a borrowed/reused object, document the lifetime explicitly.
Avoid repeated geometry queries
Camera and targeting work repeatedly taught the same lesson: engine geometry queries are not ordinary field reads.
Historical fixes include querying NPC bounding boxes once for stable target positions and larger rewrites to reduce lock-on raycasts and runtime operations.
If a frame path needs the same engine-derived value three times, query it once and keep it for the duration in which it is valid.
Spread unavoidable work
S3maphore's combat polling uses a bounded batch size and a target latency rather than asking every nearby actor for combat state every frame.
That turns an O(N)-per-frame spike into a controlled stream of work.
The technique is useful when:
- state need not be globally fresh every single frame;
- latency has a known acceptable bound;
- work can be partitioned without violating correctness.
Do not batch correctness-critical work merely to make a graph look prettier.
Fast paths are worth code when the common case is truly common
Cod3x commit 4f488e47 changed its context parser to avoid constructing/masking a character array on simple lines. The parser first detects whether quotes, comments, or long brackets require the slow path. The commit reports up to roughly 30% better performance.
H3 Pattern: use Budget, Every, or Cooldown to make cadence and bounded work explicit before reaching for lower-level allocation tricks.
That is a classic useful fast path:
- common input is simpler than worst-case input;
- the fast predicate is cheap;
- slow behavior remains available for complex syntax;
- semantics are preserved;
- the improvement was measured.
Do not create a fast path whose detection costs as much as the work it avoids.
The rule
Localize, hoist, normalize, reuse, and batch because a measured path justifies it.
Not because somebody once told you locals are fast.