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    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    I, too, am a fan of year-minute-day.
    Posted in: Minecraft Tools
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    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    Quote from CosmicDan»
    (I unsubbed, too much off topic banter that I contribute to or start myself heh)

    Not to worry. I'm sure we can use this thread to keep you in the loop. :D
    Posted in: Minecraft Tools
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Every news outlet is citing a single Wallstreet Journal article, which relays a rumor from an unidentified source. No way to confirm any of it and it doesn't mean anything right now. Mojang has been offered buyouts before and they've always turned them down.

    Also, if they are getting an offer, it's likely they won't be able to publicly disclose its details or "set the record straight" while negotiations are still underway, so don't expect to hear anything from any official source for a while.
    Posted in: WIP Mods
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    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    Quote from MineCrak»
    EDIT: Aaand Sponge will be built on Java 6.

    Noooooo, muh lambdas...
    Posted in: Minecraft Tools
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    I'm thinking we maintain a 2D cache of all the interesting stuff that can happen in column pertaining to unbounded height objects. For sunlight, there would be the first block with a hitbox, the first block that interferes with the light beam (including leaves and water), and the first fully opaque block. For beacons in the column, it would be the height of the beacon, any colored glass in the path of the beam, and if present, the first block obstructing the beam.

    There's other tricks you might use to accelerate identifying changes when blocks are added or removed, but for passively deciding what to render when you approach an area, that ought to be sufficient information.

    With my proposed lighting model (which isn't a requirement for CC), you would also want to know roughly which blocks directly border any light beams, but that could be as simple as a bunch of 16-bit maps arranged vertically (A value of 0 would mean no obstructions in that column).
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Someone experiencing the water problem, post a screen cap of what the shift-F3 pie chart looks like when it is happening under root.gameRenderer.level and root.gameRenderer.level.translucent.

    If it's directly related to water, the translucent section should be disproportionately high while the lag is present, assuming the new threading isn't skewing the numbers. If that's not the case, the water itself might be a red herring for some other underlying process.
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Finally got home, so now I can test stuff. Unfortunately, I'm part of the majority that doesn't have any performance issues. Java 7 and Java 8 ran about the same for me. Java 8 might be a little better, but the new occlusion culling is so twitchy it's hard to pin down an average framerate. I still had ~30 fps at around a 24 chunk draw distance.

    I will say that one time the memory peaked once to 100% somehow and things got ugly, but as long as it stayed at 99% or lower I never spotted the GC in either version.

    Another weird thing I just discovered is that I can't turn on AA. Even overriding the global settings via the nVidia control panel doesn't have any affect on the game. It definitely used to. The only thing I can think is it might have something to do with the launcher. Has anyone else messed with this?
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Word on the grapevine is that the fps issue can be resolved by installing Java 8 (any version except update 20). However, Java 8 is incompatible with Forge for some reason, so you'll lose that option. I have no idea why that is. (edit: maybe it was just Forge that didn't like Java 8u20. I should probably figure that out.)

    As far as what could be causing the stuttering, Java 8 is supposed to have a different and improved garbage collector. In Minecraft 1.8, all Vec3s and AABBs have had their instance pool removed and are now immutable types. It's possible that Java 7 is not respecting the immutable attribute and is causing Minecraft to hemorrhage orphaned records every GC.

    Other folk are blaming the VBOs. I have no idea what that setting does that it wasn't doing before, so I can't really say whether this might be the case. Bunch a magic and hoopla is what it is.
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    The best way to look at it is that any geometry which is drawn to screen must be transformed from world coordinates into screen coordinates by the GPU. The GPU can't tell if anything is in front of that polygon, or if the polygon is even on screen until after this transformation. However, that transformation is the most expensive part of the pipeline in vanilla Minecraft, so simply attempting to draw something will ding the fps.

    The only way to avoid the draw costs is to programatically chose not to draw that geometry before the command reaches the GPU. Minecraft draws chunks in 16^3 grids. The old Advanced OpenGL would testfit 16^3 cubes against the previously drawn frame to decide which chunks to draw on the following frame. The new occlusion culling method relies on a graph search to eliminate drawing chunks which a camera ray is guaranteed to be unable to reach.

    What you are describing with the interior face is a decision by the engine not to record interior polygons when the chunk is first loaded from storage. This saves GPU cycles every time the chunk is drawn, so it's a good idea, but this won't influence the decision of whether or not to draw the chunk either way.
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    On an unrelated note. Tommocc has finished his writeup of how the new occlusion culling algorithm in 1.8 works. It's not quite what I thought, but pretty interesting.
    Posted in: WIP Mods
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