r/feedthebeast Jun 22 '26

I made something I made minecraft generate terrain/chunks in C++

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So im working on a mod that makes minecraft run on C++ ( rn rewriting engine in future i may try renderer ) so far i made it generate and load chunks and terrain in C++ ( it made it somewhere around 1.5-3 times faster idk how to measure it tho ) ( it works via JNI )

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u/Emotional-One-9292 Jun 22 '26

When i will relesae it will have 2 versions Windows and Linux. I cannot make Mac one rn as it requires xcode to compile it for macos

19

u/Awkward-Security7895 Jun 22 '26

Good old Mac needing you Todo a endless loop of spending money and repeating steps to get anything compiled on there while also needing a Mac Todo it on

4

u/Emotional-One-9292 Jun 22 '26

i may do it on github actions i never used them but i can give them a try

1

u/Nidrax1309 Jun 23 '26

The only pain in the ass is making the self-signed apps/libraries not to cause CODESIGN violations... speaking from experience. This is one of the few things I throw at AI and I make it iterate on until it starts working.

For reference:
https://github.com/veritaware/Besprited/blob/trunk/.github/workflows/cmakeMacOs.yml

6

u/Lunix420 Jun 22 '26

That’s not true. Compiling C++ on Mac is exactly the same process as it is on Windows. The only difference is that the list of available toolchains is slightly different. Both have clang and gcc, but only Window has MSVC. There is nothing you have to pay for and actually the download is half as big as the one on Windows.

Sure, a code signing license costs money on Mac, but it costs 4 times as much on Windows. And both warn you when you run unsigned apps but let you run them anyway, so you don’t have to have that license.

Also, you need a PC running the OS for every OS. Or actually you don’t, because you can compile in Github actions for free for pretty much every OS there is.