D for Game Development

Brandon Ragland via Digitalmars-d digitalmars-d at puremagic.com
Thu Jul 30 20:26:07 PDT 2015


On Thursday, 30 July 2015 at 22:39:38 UTC, Márcio Martins wrote:
> On Thursday, 30 July 2015 at 21:27:09 UTC, deadalnix wrote:
>> On Thursday, 30 July 2015 at 15:10:59 UTC, Brandon Ragland 
>> wrote:
>>> It's a dog because Java is a dog. But that's not because of 
>>> the GC.
>>>
>>> It's not really that bad either, I can open up Minecraft at 
>>> any time and have it sit in the background quietly using 
>>> ~800Mb ram and virtually no cpu time.
>>>
>>> Either your kid has tons of mods in their Minecraft or your 
>>> computer is a bit dated.
>>
>> Now compare that kind of resources consumption with any game 
>> based on Quake III engine. While you are at it, compare the 
>> graphisms. Still not convinced ? Measure latencies, which are 
>> critical for most games.
>
> Heh, what about the original Quake or Unreal? Both ran quite 
> well on a Pentium 100 with 16MB of RAM. Not sure if memory is 
> serving me right, but I suspect the amount of visible triangles 
> per scene in Quake 1 can be comparable to that of Minecraft's, 
> except it was released almost 20 years ago... I think I was 
> able to run it on my 486 with 8MB of RAM, though it was more of 
> a slideshow than a game, even with minimum viewport size, but 
> still!

Are you kidding me? Visible triangles in Quake 1 was sub 2,000.

Visible triangles in a "far" render mode on Minecraft tops over 
200,000.

Please don't make such a statement without looking. Each 
minecraft block is 16 triangles. Multiply that by however many 
blocks you have, and you'll see that number sky-rockets.


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