3 ms·
Hi, several years ago I produced an alternative to the "vanilla" Minecraft server. It easily spanked the vanilla server in terms of memory usage, latency, bandw
by DonbunEf7 9y ago
Hi, several years ago I produced an alternative to the "vanilla" Minecraft server. It easily spanked the vanilla server in terms of memory usage, latency, bandwidth usage, and overall stability. Oh, and I was writing Python, the "slow" language, using PyPy for speed.
Minecraft's code is rotten throughout and nearly nobody in the community cares about code quality. Remember, this is a group that thought that TLS was easy to reinvent: http://wiki.vg/Protocol_Encryption http://wiki.vg/Protocol_Encryption
- buzzybee 9y agoI can second this notion, having worked on a Python server for a Minecraft-style game(Ace of Spades): it ran well with little optimization work. There are a few key algorithms that demanded fast computation, and the load got a little bit high on a full 32-player server, but there was never a performance crisis. I would also consider, though, that the client side code for such games is more complicated to reason about. More iterations through the voxel data needed to compute lighting and meshing. Still not something that should necessarily be impacted by GC. From what I've read, Minecraft's more recent versions switched to a strategy that boxed more function parameters in objects, adding to the load.
- wyldfire 9y agoIs your source available?
- DonbunEf7 9y agoSource: https://github.com/bravoserver/bravo https://github.com/bravoserver/bravo Docs: http://bravo.readthedocs.io/en/latest/ http://bravo.readthedocs.io/en/latest/