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Nick |
Message |
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| 13:23 |
kilbith |
https://i.imgur.com/xDxWk4M.png |
| 13:23 |
kilbith |
what the hell is wrong with MineClone2 |
| 13:23 |
kilbith |
come on guys, is this really the most popular game in MT?! |
| 13:23 |
ROllerozxa |
unfortunately it is |
| 13:29 |
rubenwardy |
Yeah, I wish mineclone2 would be more stable - in quality and leadership |
| 13:35 |
Dooshki |
kinda makes me wonder what minetest would be like if its modding API was native code |
| 13:47 |
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| 13:49 |
kilbith |
it'd be segfault' fest |
| 13:50 |
MTDiscord |
<Warr1024> Nah, if the API were native code, there'd be hardly any crashes. Because nobody would play it, because there'd be no content to play on it. |
| 13:53 |
Dooshki |
yeah, not only would there be a higher barrier for entry for writing mods, but also for installing them, since MT doesn't have Minecraft's advantage (in this regard) of being compiled to a bytecode rather than native code |
| 13:54 |
Dooshki |
Though it does make me wonder, if it were somehow real, if it would make the game less floaty and laggy |
| 13:55 |
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| 13:55 |
MTDiscord |
<Warr1024> Changing language will not make much of a difference, considering that most of the problems MT has transcend language. |
| 13:56 |
Dooshki |
I guess that's both good news and bad news, depending on how you look at it |
| 13:58 |
MTDiscord |
<Warr1024> Raising the barrier to entry also doesn't just act like a filter (improving quality) but also puts more obstacles in front of quality at every step. This is why there are so many successful rewrites of things in MT written in C++ "for efficiency" (like crafting) that actually correct performance issues when rewritten in Lua. |
| 14:00 |
MTDiscord |
<Warr1024> Basically, it's a misconception that making it harder to write bad mods will improve the overall quality of mods, because you can't make it harder ONLY for bad code; you just make it harder for ALL. |
| 14:01 |
Dooshki |
That wasn't what I was advocating for, I mainly meant it in that native mods would have a bigger ability for extensions since they wouldn't have to rely on the game already having fast APIs for achieving certain things, they could roll their own code |
| 14:01 |
MTDiscord |
<Warr1024> The current API certainly has problems, but it's among the best possible outcomes given what has been available to put into it. |
| 14:01 |
MTDiscord |
<Warr1024> Rolling our own code is what we do already?! |
| 14:02 |
Dooshki |
My lack of familiarity with the codebaes of Minetest is showing |
| 14:03 |
MTDiscord |
<Warr1024> Making something binary won't magically make it faster. Using an ABI instead of an abstract API will also mean that platform differences would be more of an issue. |
| 14:03 |
MTDiscord |
<Warr1024> Having the ability to plug in stuff that doesn't require a Lua intermediary could be nice, I guess, but some kind of JITted language is probably still about the sweet spot for modding. |
| 14:04 |
Dooshki |
If the JIT properly does its job, then sure. I was merely asking as a curious player |
| 14:04 |
MTDiscord |
<Warr1024> There are rather few things that you'd need to do that are compute intensive in a mod and also involve the API directly, and for those, memory access will probably be more of a bottleneck and that makes it hard for any API to satisfy the need. |
| 14:06 |
MTDiscord |
<Warr1024> Hmm, actually, isn't a "binary API" for map access for Lua already a thing some people were poking around at using LuaJIT with FFI? |
| 14:21 |
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