-- the garbage collector decides when to run its cycles on its own, and this can cause frame spikes in your game. -- lua provides some amount of control over its garbage collector. -- -- by storing the average time it takes for a full gc cycle to run, we can check at the end of a frame if we have enough time -- to run it for 'free' -- -- if you wish, you can call 'collectgarbage("stop")', and then: -- at the start of each game frame, call and cache the results of 'am.current_time()' - am.frame_time doesn't seem to work as well -- at the end of each game frame, call 'check_if_can_collect_garbage_for_free()' with the cached frame time and a desired minimum fps -- local garbage_collector_cycle_timing_history = {} local garbage_collector_average_cycle_time = 0 function run_garbage_collector_cycle() local time, result = fprofile(collectgarbage, "collect") table.insert(garbage_collector_cycle_timing_history, time) -- re-calc average gc timing local total = 0 for _,v in pairs(garbage_collector_cycle_timing_history) do total = total + v end garbage_collector_average_cycle_time = total / #garbage_collector_cycle_timing_history end function check_if_can_collect_garbage_for_free(frame_start_time, min_fps) -- often this will be polled at the end of a frame to see if we're running fast or slow, -- and if we have some time to kill before the start of the next frame, we could maybe run gc. if (am.current_time() - frame_start_time) < (1 / (min_fps or 60) + garbage_collector_average_cycle_time) then run_garbage_collector_cycle() end end