Re:Breaking the Limits: How Folia Made 1,000 Player Minecraf...
by bakugo on Tuesday June 27, 2023 @04:42AM
(#36490419)
> can be a highly asynchronous and paralellised process
It really can't, though. Parallelization is the enemy of consistent game mechanics, especially in a complex sandbox game like minecraft. There are tons of things that interact with each other in minecraft's world - if you just tick everything at arbitrary times, those interactions cease to be deterministic and might break entirely unless you write a ton of spaghetti code to deal with every edge case. Redstone in particular is the best example of a mechanic that heavily relies on the synchronous nature of the game logic loop.
It really can't, though. Parallelization is the enemy of consistent game mechanics, especially in a complex sandbox game like minecraft. There are tons of things that interact with each other in minecraft's world - if you just tick everything at arbitrary times, those interactions cease to be deterministic and might break entirely unless you write a ton of spaghetti code to deal with every edge case. Redstone in particular is the best example of a mechanic that heavily relies on the synchronous nature of the game logic loop.