Offloading

Compute offloading for heavy subsystems

Moving self-contained, heavy computation - economy engines, market simulations - off the single game thread so it stops competing with your tick rate.

Garry's Mod's server loop is single-threaded by design: every hook, every Think function, every player's tick runs through the same thread, one after another. That's fine for ordinary gameplay logic, but it becomes a real bottleneck for subsystems that do genuinely heavy computation - a persistent economy engine, a stock-market-style trading simulation, complex faction or supply-chain logic - because that computation competes for the exact same time budget as your tick rate.

We move that kind of workload out of the single Lua thread: either a compiled binary module that handles the work outside Lua's single thread, the same category of solution MySQLOO uses for async database queries in production, or a separate local service your server talks to asynchronously over HTTP. Either way, your game loop keeps ticking at full speed while the heavy computation runs in parallel, and Lua picks up the result when it's ready instead of sitting and waiting for it.

  • Assessment of whether a subsystem is actually a good offloading candidate - it needs to be self-contained, not requiring per-tick access to live entity state
  • Binary-module implementation that handles the work outside Lua's single thread, in the same category of solution MySQLOO already uses in production DarkRP economies
  • Or, where more isolation or a different language is the better fit: a separate local service your server talks to asynchronously
  • Documentation and handoff so the result stays maintainable, not a black box

This isn't the right fit for everything - logic that needs to read or change live entity state every tick doesn't offload well, and we'll say so upfront rather than sell you an architecture that won't help.

Compute offloading

Also in demand

Setup, performance, and code security

Want this scoped to your server?

Tell us the gamemode, player count, and what is going wrong. Discord, Steam, or email is fine.

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