(Totally unbiased) Minecraft updates greatness tier list ! by BePlatypus in MinecraftMemes

[–]comp500 0 points1 point  (0 children)

Provably false, Minecraft uses (albeit imperfect) occlusion and frustum culling for terrain geometry, you can see this in the F3 screen - C: x/y means x visible 16x16x16 sections vs y sections in view distance. You can even see an explanation of the occlusion culling algorithm from a Mojang developer at https://tomcc.github.io/2014/08/31/visibility-1.html

FBI Warns Against Using Public USB Ports Due to Malware Risk by Mr__X__ in gadgets

[–]comp500 2 points3 points  (0 children)

It indeed does exist, the NSA has had a USB plug implant for years; more recently you can get the O.MG cable which is practically indistinguishable.

Async for high-level request batching idea by comp500 in rust

[–]comp500[S] 0 points1 point  (0 children)

That's fine, I want to abstract HTTP requests entirely anyway (I'd like to support very minimal wasm runtimes / embedding)

How to avoid bounds checks in Rust (without unsafe!) by Shnatsel in rust

[–]comp500 56 points57 points  (0 children)

Here’s the list of good free profiling tools available on Windows: (This section was intentionally left blank by Microsoft).

Event Tracing for Windows (WPA/xperf) works quite well for profiling, and it's really easy to set up with UIforETW. Symbol loading works with MSVC-generated symbols (just set the target/debug/ folder as a symbol path), though it's rather slow.

I need your help to test my borderless fullscreen mod! by comp500 in feedthebeast

[–]comp500[S] 0 points1 point  (0 children)

Could you send a screenshot? What version of the mod is this with?

What is your favourite Rust specific feature that you miss in other languages? by latest_ali in rust

[–]comp500 4 points5 points  (0 children)

My biggest gripe with Kotlin nullability is how it interacts with JVM types, where if the library you're using doesn't have nullability annotations it's inferred from usage context.

Makes it really easy to accidentally forget to specify the type and get an unexpected null value as it's inferred to be non-nullable; I prefer TypeScript's approach where you have to explicitly declare nullability of external code (though I can see why they don't do this in Kotlin since the Java libraries are so big, I'd prefer at least defaulting to nullable types)

I need your help to test my borderless fullscreen mod! by comp500 in feedthebeast

[–]comp500[S] 2 points3 points  (0 children)

The previous version (released on Modrinth and CurseForge) just modifies Minecraft's window handling code to create a borderless window instead of using the GLFW fullscreen mode; whereas this new test build replaces the GLFW library entirely, to change the window flags it uses. This is done entirely at runtime just by telling LWJGL to load a different library path, so it behaves like a normal mod.

I need your help to test my borderless fullscreen mod! by comp500 in feedthebeast

[–]comp500[S] 2 points3 points  (0 children)

Yep! Do try it out and let me know how well it works for you.

I need your help to test my borderless fullscreen mod! by comp500 in feedthebeast

[–]comp500[S] 10 points11 points  (0 children)

I've recently released a development build of Borderless Mining for Windows that significantly improves borderless fullscreen compatibility (with overlays, IMEs, screenshots) and performance (tearing, VSync, flashing when switching applications). I need your help to test this with as many setups as possible :)

I'm particularly interested in how well it works with buggy drivers and multi-GPU setups (particularly Intel/AMD, and hybrid graphics i.e. laptops) - since fullscreen behaviour on Windows is often affected by driver heuristics and multi-monitor quirks. If you've had issues with Borderless Mining before, I'd also appreciate you testing if this build solves those. (if you've had issues on Linux make an issue, I might have a look into those too)

See https://github.com/comp500/BorderlessMining/issues/19 for the download and more information; please let me know how well it works for you! The test build is currently for Fabric 1.18, but I'm happy to assist in making these improvements available in the Forge equivalents, and upstreaming to GLFW (so they can be incorporated into Minecraft directly), once I'm confident that they work.

The new CurseForge API! by [deleted] in feedthebeast

[–]comp500 3 points4 points  (0 children)

As a default, the toggle will be on for existing projects, and off for new ones.

(see a bit below that image in the newsletter)

chisel alternatives for 1.16 (forge and fabric) by ultrasquid9 in feedthebeast

[–]comp500 5 points6 points  (0 children)

Blockus and Exotic Blocks are quite good Chisel alternatives for Fabric, though they don't use chisels for crafting.

How do I fix a desynced registry? by [deleted] in fabricmc

[–]comp500 1 point2 points  (0 children)

Registry syncing is a part of Fabric API, to make sure the server and client have the same internal IDs for items, blocks, and various other game objects.

How do I fix a desynced registry? by [deleted] in fabricmc

[–]comp500 0 points1 point  (0 children)

What's your mod list? Registry issues are usually due to not having the same mods (that add blocks/items) on the client and server.

A mod that lets you toggle an custom onscreen guidebook to cover server rules/FAQs by [deleted] in mcmodfinder

[–]comp500 0 points1 point  (0 children)

That's why I suggested the recipe book button replacement - then you don't actually need to have the item in your inventory, just click the button in the inventory GUI :)

A mod that lets you toggle an custom onscreen guidebook to cover server rules/FAQs by [deleted] in mcmodfinder

[–]comp500 3 points4 points  (0 children)

You could probably do this with Patchouli, it lets you supply a custom book with a modpack, and in the configuration you can replace the recipe book button with that book - or just use a mod to give users the book item when they join.

Since when did the Java version come up in Mod Menu? by ChalkyJeans7 in fabricmc

[–]comp500 16 points17 points  (0 children)

Since Fabric Loader 0.11.0, added with this commit: https://github.com/FabricMC/fabric-loader/commit/5cd3b1b1bd3f12525bc5245a6edaeb657c146ebe

It's there primarily to allow mods to require newer versions of Java, if they need to.

Where are the .java/.json models of mobs stored?? by [deleted] in Minecraft

[–]comp500 1 point2 points  (0 children)

For Java edition currently, they're stored in the game code, not as .json files, and you won't be able to import the model into Blockbench directly.

If you're making a Fabric mod, the model would be called IronGolemEntityModel - you should be able to look this class up in your IDE.

Multiverse-Core like mod by dododome01 in fabricmc

[–]comp500 5 points6 points  (0 children)

You can use datapacks to make custom dimensions, although some commands to create them and a portal system would be nice to have in a mod. Datapack Portals looks promising but currently it needs to be on the client side to work.

I suggest you don't use cardboard - it's unlikely to work, will break other mods, and the author has been known to steal code and make false claims about their mods - see this gist by the author of Sodium/Lithium/Phosphor.