Geneo, on 05 February 2012 - 02:29 PM, said:
Let's put one final nail in the "MC on 3DS" coffin.
The DSi has 256 meg ram, 3DS has 512- twice as much, so no problem, right?
In order to get the 3D effect every screen of a game has to be displayed twice, at the same time, each one slightly different and offset. So the effective memory is still 256 megs.
Your logic is flawed. The fact that you're displaying the same scene twice from slightly different perspectives to get the stereo effect does not
mean the memory usage gets doubled. There's all kinds of information that can be shared between the two versions of the scene... Probably the entire display list and any visibility calculations, all the lighting calculations, all the textures, all the map data and general game state stuff like mob position and state, health, inventory and so on can be shared.
...Though, the 3DS doesn't have 512MiB of memory anyway. It has 128MiB of RAM plus another 16 for the graphics chipset. And the DSi had 16MiB of memory. (It always surprises me that gaming systems have so little RAM... It seems like a ridiculous thing to skimp on.)
Another problem is not so much a technical thing, more like a political issue: Nintendo limits what size cartridges publishers are allowed
to use on their system, and in the case of downloadable games, they also limit how big a game may be, and how much storage it may use. This was, for instance, one of the reasons that downloadable songs in Guitar Hero and Rock Band for the Wii weren't available initially. So even if a full Minecraft could work on the device, Nintendo might simply not allow it depending on its resource requirements.
I don't honestly know if the 3DS is adequate for Minecraft. The RAM issue aside, the overall specs of the system are a bit on the modest side (dual-core 268MHz ARM, according to the only source I could find...). But that said, a lot depends on what kind of decisions and optimizations you make in the implementation. Since all the scenery is arranged on right-angle planes, a display engine could take advantage of the same kinds of optimizations that made games like Wolfenstein 3-D, Doom, and Duke Nukem 3-D practical 15-20 years ago. At the very least I think something equivalent to the current Pocket Edition would be doable with the right optimizations. Redstone could potentially be a problem. But, on the other hand, the original PSP specs were comparable to the specs of the 3DS, and the PSP was able to run LittleBigPlanet (with its physics engine simulating the operation of user-created objects) - so it's not a question of whether it could handle Redstone, it's a question of how much
redstone it could handle. I guess they could cap how much redstone stuff you can put in a level, by capping how much redstone ore they put in