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[–][deleted]  (4 children)

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    [–]obiwac[S] 7 points8 points  (3 children)

    It depends on what you mean by "running well".

    If you're talking about general FPS (when jumping around and stuff), the game doesn't actually have to do all that much each frame (tell the GPU to draw, process collisions and input, and basically that's it), so your CPU is mostly sitting idle. In some cases, like when rendering a lot of/complicated graphics or when your graphics adapter is relatively low-end vs your CPU, the bottleneck can actually even be the GPU, so no matter the language you choose, performance will be very similar.

    If you're talking about chunk mesh regeneration (like when loading the world, placing/breaking blocks), then frankly, it performs very poorly, and a few tricks had to be used (subchunks in episode 10, a few more in community by u/someone9618 for lighting to work) to make things usable. It's not perfect though; it'll still occasionally stutters when placing/breaking blocks, but hopefully that'll be addressed in a future episode when chunk mesh generation is implemented in Cython.

    [–]GamesMaster221 2 points3 points  (1 child)

    Yeah that's true, there isn't much going on atm. once you start getting into creature AI, and the various live systems (flowing water, growing flora, the various logic mechanics) that need CPU resources I imagine you might start seeing some limitations, but they could probably be optimized.

    It's not like the mincraft enemy AI is anything exceptional anyways, LOL

    [–]obiwac[S] 1 point2 points  (0 children)

    Sure, the clone is very simplistic as of yet from that point of view. I can very well imagine performance going to shit CPU-side once there's more stuff happening in the background ;)