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PostPosted: Mon Mar 12, 2018 5:04 pm 
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That said, there's a really weird mechanism in Glulx where interpreters are allowed to optimize certain parts of the Inform standard library. An interpreter which has these optimizations versus one without would probably show rather different runtimes for a big Glulx game.

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PostPosted: Mon Mar 12, 2018 5:35 pm 
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I think all the interpreters have that by now, so I didn't want to get into that level of detail. :)


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PostPosted: Mon Mar 12, 2018 6:22 pm 
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Fair enough. I wasn't sure how ubiquitous that was. (Or, for that matter, if it even helps at all in I7, which uses a heavily modified I6 standard library.)

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PostPosted: Tue Mar 13, 2018 2:12 am 
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This mechanism intrigues me, and I wish to know more.

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PostPosted: Tue Mar 13, 2018 4:32 am 
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Eleas wrote:
This mechanism intrigues me, and I wish to know more.
https://www.eblong.com/zarf/glulx/glulx-spec_2.html#s.17
https://groups.google.com/forum/?fromgroups=#!topic/rec.arts.int-fiction/FIIdUPhsWy4

Note that this is not accelerating anything in the Inform 6/X library - it accelerates the most commonly used routines in the Inform 6 veneer layer, which is built into the Inform 6 compiler, and provides a number of core functions in terms of Glulx or Z-Machine opcodes.


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PostPosted: Tue Mar 13, 2018 5:00 am 
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Thank you!

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PostPosted: Tue Mar 13, 2018 11:16 am 
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DavidK wrote:
Note that this is not accelerating anything in the Inform 6/X library - it accelerates the most commonly used routines in the Inform 6 veneer layer, which is built into the Inform 6 compiler, and provides a number of core functions in terms of Glulx or Z-Machine opcodes.

Ah, I misunderstood this part! Accelerating the veneer makes more sense, certainly.

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