Now stick them in a pack
I've been able to run 300 one time, and one pack had like, 450 of them.can peoples computers even handle 200+ mods...
How many of you think that we should search for a new game that doesn't die with that many mods.
TUG?
It worked quite well when I tried it, but it's still alpha. And, you know, no java and no tile entities are a good start afaik.TUG dies with no mods installed.
It worked quite well when I tried it, but it's still alpha. And, you know, no java and no tile entities are a good start afaik.
Well, I did play it a month ago or so and it ran well for me. But it was a bit boring. It also is way too dark for some reason. Do you have an Intel graphics card? It is also only working on windows atm. It definitely has issues, but they are solvable.It was unplayably slow when I tried it recently. Minecraft has better performance out of the gate simply due to being Java (which isn't a bad language), where as TUG relies on a mountain of Lua scripts for every aspect of play. It undoubtedly has its own variation of tile entities as well, because data has to be stored and objects have to be ticked somehow.
They basically took a backwards approach. Mojang made a game that a lot of people love, so people started modding it, and a huge modding community was born. TUG started from the angle of wanting to create a huge modding community, and thought this would create a game people would love. It just doesn't work that way.
They are using it for the Modding API, the rest is programmed in C/C++.
A virtual machine limits the optimization process, because you don't develop hardware-near. The Java libraries to optimize Java for games are a half-measure. With a VM it's simply not possible to program a well optimized game.
Same with the .NET Framework
Okay yes, I see the scripts and logics. I ask myself where I heard that. I still have problems to find more information about their engine.That's not true, a majority of the game logic is Lua. Browse through the installation and see for yourself.
No, LWJGL is a half measure. Yes you can use OpenGL, but you still have the chunk of a virtual machine that drags your performance down. How I said, there is a reason why no big game uses Java. It's okay for small games and mobile apps. Never heard of Minetest, if it's bad optimized it doesn't matter what environment you use.Java is capable of using native libraries. LWJGL for example passes OpenGL calls down to the driver layer. This makes Java a perfectly viable platform for accomplishing nearly anything. Minecraft is a very complex game, and performs remarkably well despite that. You have other games like Minetest, written in C++ and Lua, which struggle to do anything.
It is used when a team doesn't have enough time to build a good Engine based on C++. Sure Terraria runs well, but its a 2D game. Same with java. It's okay for "small" games, when the devs want to spend more time on content and gameplay instead of programmign a C Engine.A lot of games use .NET, since it can similarly interact with native libraries for performance. Terraria is just one of many popular games using it. And Unity is an incredibly popular platform.
No, LWJGL is a half measure. Yes you can use OpenGL, but you still have the chunk of a virtual machine that drags your performance down. How I said, there is a reason why no big game uses Java. It's okay for small games and mobile apps. Never heard of Minetest, if it's bad optimized it doesn't matter what environment you use.
you mean something like this? https://en.wikipedia.org/wiki/Comparison_of_Java_and_C++#PerformanceI think you should look at benchmarks before making those kinds of claims. Modern Java rivals C++ in a lot of ways, sometimes even beating it.
If Java weren't okay for complex games then Minecraft wouldn't run at 300+ fps. It's that simple.
you mean something like this?
And with mods I don't know anyone who runs Infinity at steady 60 fps when you start using the mods even without ressource/texture packs
Vanilla Minecraft is not complex at all.
Did you only read the Table in the beginning? I was not referring to that at all.Real-world benchmarks show that Java matches and beats C++ in many ways, while C++ still outdoes Java in others, particularly where raw horsepower is required (which is generally not a large part of most applications). You don't seem to be aware of the amount of bloat that makes up your average C++ runtime library though, which is generally used by the majority of the logic of an application. Making a side-by-side comparison of the instructions required to perform a single action doesn't say anything about a language at all. The number of instructions differs per CPU architecture and per compiler anyway.
Partly true. While Skyrim mods are more heavy on graphics, physics and RAM, Minecraft mods tend to be more heavy on CPU. Which imho gets even worse because of Java.Forge and mods take a game that runs pretty well for what all it does and destroy its performance due to the nature in which they work. FTB destroys it further by making huge kitchen sink modpacks out of those mods. To imply that the mess that is modded Minecraft is a reflection on the performance of Java is absurdity. And Skyrim, which doesn't do anything like what Minecraft does on a per-tick basis, nor does it have the degree of heavy content mods that Minecraft has (and certainly not as many that you'd run all at one time), is no comparison at all.
Minecraft is still an indie game. Saying that any indie title can get anywhere near the complexity of a Triple-A title seems far from reality to me.If you believe that then I don't know why I'm even trying to discuss the subject with you.
These "hurr Java sucks C is better" conversations get old fast. At the end of the day, a carpenter who does everything with one tool is a shitty carpenter.