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Quote from: harold on August 23, 2014, 05:14:54 pmQuote from: Vogtinator on August 23, 2014, 05:09:40 pmOh, I thought it was your implementation... The reason could be that minecraft does it the way I mentioned: Random ticks per chunk, but it has to tick every block in a chunk first before it ticks a block the second time (I'm not sure how to explain it better). What happens if you connect two not gates to the repeater inputs (input & lock) instead of a repeater? Does the behaviour change if you change orientation, location etc.?Could you draw the circuit?I found out that sometimes it's visible that the right torch turns on slightly faster than the left one, sometimes the opposite.QuoteWith statefulness my old Minecraft clone (years ago, lwjgl) achieved a 2-calls-per-chunk renderer (IIRC. It was an experiment how to get most performance out of LWJGL with a lot of cubes and big worlds)Well how? glBindVertexArray, glDrawElements .. nothing left to change state. I'd have 2 calls if it wasn't for the uniform buffer.
Quote from: Vogtinator on August 23, 2014, 05:09:40 pmOh, I thought it was your implementation... The reason could be that minecraft does it the way I mentioned: Random ticks per chunk, but it has to tick every block in a chunk first before it ticks a block the second time (I'm not sure how to explain it better). What happens if you connect two not gates to the repeater inputs (input & lock) instead of a repeater? Does the behaviour change if you change orientation, location etc.?Could you draw the circuit?
Oh, I thought it was your implementation... The reason could be that minecraft does it the way I mentioned: Random ticks per chunk, but it has to tick every block in a chunk first before it ticks a block the second time (I'm not sure how to explain it better). What happens if you connect two not gates to the repeater inputs (input & lock) instead of a repeater? Does the behaviour change if you change orientation, location etc.?
With statefulness my old Minecraft clone (years ago, lwjgl) achieved a 2-calls-per-chunk renderer (IIRC. It was an experiment how to get most performance out of LWJGL with a lot of cubes and big worlds)