Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by teamonkey on Tuesday January 26, 2016 @04:57PM
(#10976447)
I think notch's success proves that it's better to make something than whine about how it's implemented
Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by pjscott on Wednesday January 27, 2016 @12:20AM
(#10978384)
Imagine a gentle world in which the person you're responding to is merely commenting on the relative ease with which Minecraft could be optimized, and pointing out some of the reasons for this, without casting aspersions on anybody or complaining about anything. Would such a world necessarily look different from ours? Would it be inconsistent with the comments in this thread?
Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by zimpenfish on Wednesday January 27, 2016 @09:09AM
(#10980033)
It's not even commenting that "Minecraft -could- be optimized", it's that "Minecraft -has- been optimized (for the mobile platforms)".
Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by eropple on Tuesday January 26, 2016 @05:07PM
(#10976531)
Only if your barometer of success is a monetary one. I happen to like playing Minecraft when I'm not making something and killing it and iterating (yeah bruv), and it makes my future computer from beyond the moon chug at times. (I don't point the blame at Java nearly as much as at the naivete of its development, however, and it has gotten somewhat better over time.)
Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by nickpsecurity on Tuesday January 26, 2016 @05:03PM
(#10976494)
I used to develop my apps on 5-10 year old computers for precisely this reason. Their limited cache, RAM, etc would show both hotspots and trouble spots fast because the app visibly couldnt perform well (or crashed lol). Ignoring microoptimizations, algorithmic and architectural changes benefiting old PC often made new one scream with performance.
Re:Microsoft's forthcoming Minecraft Education Edition is wr...
by dekhn on Thursday January 28, 2016 @09:07AM
(#10988181)
I've worked in computer graphics for a long time and to be honest, I've never seen any performance problems that you're describing. Rendering is smooth even with complex scenes.
The combination of using Java and being coded naively means that there's a huge amount of pointer chasing and unnecessary dynamic memory allocation that can be easily cut out without even needing to dip into the data structures and algorithms literature to try for asymptotic improvements. There's no SIMD and no concern for cache locality. Last time I checked, it didn't even look like terrain generation was done in a separate thread from the interactive game logic, let alone in multiple threads. The game only simulates dynamics within ~128 blocks of a player, but if you've got two players miles apart they're still simulated on the same thread.
I do fully understand that the dynamic modifiability of Minecraft's game world means that it is always going to be hungry for memory bandwidth and will be latency-sensitive. But that doesn't mean it has to be inefficient. The Pocket Edition (not Java) already showed that huge improvements are possible, because they were necessary to get anything resembling Minecraft onto mobile platforms. There's a lot more that can be done when you're back on a platform that has sufficient RAM capacity and a ton more CPU power relative to RAM speed. There's a lot of latency that can be eliminated and a lot more than can be hidden from the user without breaking the game. The development process meant that hardly any of the early fundamental implementation decisions were made with the much later features in mind.