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Everything posted by jakj
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Not to mention we'd have a patch out within hours to defeat it. And by "we" I mean the general users, since I don't represent the admins.
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It would be really nice if the Minecraft modding community did not make me want to physically vomit quite so often. Why do so many smart, intelligent, capable, and creative people have to be such raging and hypocritical asshats with control issues over their unauthorized and unsupported modifications to a closed-source application? I don't care how orderly or reasonable his demands are: Presented in such a cold and strict manner with a fucking popup in the game? Acting like the damn hand of a god reaching down to steer our fucking gaming lives. Minecraft modders are literally the most venomous and controlling of any I have EVER FUCKING SEEN.
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Eh, the permadeath has put me off getting the game, but I might eventually some day. Especially since there are modding tools, there might be a way to mod it out later. I just remember my time with Angband back in the day, where practically the first thing I did was edited permadeath out of the source. It just isn't fun to me in any way.
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Looks like it's a lot worse than the GeForce, actually, if you're referring to the one you posted about here previously.
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I think the word you were looking for was "interpreted" versus compiled, interpretation being for things like PHP and JavaScript, and compilation being for things like Java and C.
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Really? Interesting. I guess it just keeps the VRAM synchronized between them instead of pooling them.
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Considering a lot of games don't even handle multi-core CPUs well at all yet, SLI is a mug's game unless you have a lot of money to burn or you know that there is at least one game that needs it and uses it well that you intend to play for a long time to come. If that isn't the case, a smarter move (in my opinion) would be to get a newer one when it comes down a bit more in price, like a 570 or 580, keep the one you have as a backup so you're not card-less if you have a burnout, and later on down the line, you can get another 570/580 for even cheaper and do 2x or even 3x SLI with them for less money than a new one of the next line, once games are utilizing it better.
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Yes, some of Java's basic inherent properties are a bit iffy, such as the lack of unsigned types. I"ve gone through all the argumentation, and I won't say I disagree with it, but having to do int foo = 60_000 ; short bar = foo & 0xFFFF ; foo = bar & 0xFFFF ; to not have the sign bit interfere is...irritating.
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Well, you're right, but you can mimic the same functionality with not too huge a memory or performance loss (unless you're in a tight loop) with instantiation of memberless classes. I do wish Java had method references of some kind, but the pattern of dispatch with enum + instantiate empty class (like for packet types by integer ID in the packet) works well.
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I'm trying to think of a language without at least some form of functional programming other than assembly (which isn't a language so much as a transcoding), and I'm not succeeding. Even LISP has functions of a sort. Maybe I'm just not going back far enough...
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Don't make me link to lmgtfy.
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And if you use Java, it has everything he just said, -and- it's immediately cross-compatible. LWJGL+Slick is an easy bet, open-source and licensable to free or commercial. Or, you could go the wxWidgets route. You can't really do a true straight-to-console textual game anymore, unless you care only about running it on Un*x, and even then, ncurses is better. Also, what you describe sounds like a singleplayer MUD.
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Already done by a mod before adding to vanilla. You call that an original concept creditable to one person? Like redstone repeaters (done by a mod already)? Temples in world generation (done by a mod already)? Anvils for repair (done by a mod already)? Am I getting closer?
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Without Optifine, your graphics card's effect on your framerate is precisely dick. Minecraft's base code is horrible: It breaks down and reestablishes GL state for every single block, item, and entity, during every single frame, in -addition- to not even using VBOs to reduce bus-bandwidth consumption, making your CPU power, your RAM's speed and frequency, and your system-bus's width and frequency the most-important things. (Some rudimentary VBO code is actually in Minecraft, but it's conditionally linked to an always-false variable, so in effect it's commented out. Not that it would do a whole lot of good anyway, because the VBO implementation is just a round-robin orphaning scheme that still involves the same amount of communication across the system bus, and the same amount of state-alteration. Part of the problem is that a lot of the code, when specifying vertices, actually recalculates the vertices every frame instead of using the transformation matrix, so there's very little the GPU could cache in the first place.) Just imagine a glorious world with a rewritten graphics engine using VBOs: So little space would even be required! I'm fairly certain you could fit every single model in vanilla Minecraft in a single index/vertex VBO pair no bigger than 1-2 megs, and the only thing going over to the graphics card per object would be a single transformation matrix of only 16 floats (64 bytes) as opposed to the minimum of 232 bytes being transferred now (8 vertices, 3 floats per vertex, 4 bytes per float; 36 shorts per index, 2 bytes per short; and 16 floats for the matrix, 4 bytes per float; and that's just for one single cube!). Optifine really is a work of art.
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Not bad, solidly in the GL 3 / DX 10 range. Not top-of-the-line, but good enough for another 2-5 years.
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Yeah well, can't do masking or subtexturing in vanilla without massive base edits or shaders.
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Fuck...OpenGL 1.4 with no shader support at all? Well then. Even Merchant's rig is better than yours. Well, I need some shader support to do anything at all, without basically having to rewrite the entire Minecraft rendering engine myself, so I have to draw the line there. GL 2.1 / GLSL 1.20 it is, then. Ah, well.
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Take the port number out of your link.
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Forge already updated. Are you not following their Jenkins/Github?
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Crap. Well, we're already getting responses of people limited to GL 2.1 / GLSL 1.20. I feared as much. Now to do some hard thinking about advanced features versus broader availability.
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Until it reaches its limit of rewrites and starts getting bad sectors and you have to throw the thing away. I don't trust modern game data to be static enough to really justify an SSD if I don't have money to just throw away: Logfiles and settings and what-not all would overuse the drive unnecessarily. That wouldn't be an issue if all games ran well under Linux, of course, because you could just use symbolic linking to easily redirect dynamic subdirectories to another drive. Getting symbolic links working acceptably on other platorms (especially Windows), though, is too ridiculous to contemplate. The technology is definitely not yet there for people on budgets to invest in SSDs, even small ones.
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Oh yeah, I suppose I could post my own just for S&G, so you know what my code is tested on: nVidia GTX 460 (GL 4.2 / GLSL 4.2 / DX11 / SM 5) 1 GiB
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Java is a fine language if used well. Of course it'll be slower than a bare-metal language like C (or C++ without STL), but on modern processors (even most newer mobile ones), the difference is negligible with good code. It's even gotten to the point that some smaller uses of pools instead of reallocation (basically, uses where no OS resources are leveraged and only new/GC is in use) are recommended against as being no performance gain. If you recall, Notch wrote a blog post a long time ago about how he tried to get a professional programming job and was turned down because he was so clearly self-taught and probably wouldn't work well in a group, and how surprised and enlightened he was about that. Well, there you go. When you are not writing something super-freaking-essential, like drivers for CERN hardware or Crysis 3, the benefits of Java (ease of development, portability, extensibility, and deployment) vastly outweigh any detriments (additional overhead, installation of VM required).
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I'd like to take a quick cross-section of the Technic community to see what kind of graphics you folks are capable of. So far, I've been targetting OpenGL 2.1 / GLSL 1.20 (roughly DirectX 9 and Shader Model 2/3), but I've read the newer specs, and I'm wanting to move up. So, I want to find out what proportion of the userbase here is limited to what level of GL/DX support. The basic options are: OpenGL 2 / GLSL 1 (DirectX 9 / Shader Model 2/3) OpenGL 3 / GLSL 3 (DirectX 10 / Shader Model 4) OpenGL 4 / GLSL 4 (DirectX 11 / Shader Model 5) And, as a shortcut, if you're using Windows XP, you're on DirectX 9. If you are using XP as your main gaming platform, that's important information too, as XP has only (roughly) 1.5 years of support left at all. If you don't know how to figure any of that out, just post what kind of graphics card or integrated graphics you have. (If you have integrated graphics and don't know how to figure out what you have, post what make/model computer you have, such as "Dell E521".) If you feel like posting how much VRAM you have, that's cool too, but not vital, because memory allocation is already dynamic to how much you try to load, so if you have less VRAM, you can simply load less.