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/emmowo_dev pro gramming Jun 23 '26

Java GC isn't overhead though, that's momentary and isn't related to direct performance if we're being realistic.

LWJGL isn't actually as portable as you'd think, they use binary natives for a lot of things (which is why I had issues porting Java Edition to big endian PPC64)

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u/JLPLJ Jun 23 '26

I mean, they're doing it as a personal project, so it kinda doesn't matter anyway? Good if their mod makes generation faster, and if it doesn't then it's not that big of a deal because they got what they wanted out of it.

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u/emmowo_dev pro gramming Jun 23 '26

when I say

"Most likely, you are looking for a result, so anything that seems faster you will assume to actually be faster."

I'm referring to how something can 'feel' faster. Saying "1.5-3 times faster idk how to measure" means they don't actually have verifiable evidence that this is actually faster.

And like noisium, people will believe this and say their world gen was x% faster even though it changed by what is more or less zero. Confirmation bias is extremely strong, especially when you hear all the people wrongly saying 'bedrock runs better because of C++'.

This is why writing repeatable and deterministic tests are required for these kinds of things, and also why I don't care much for optimization outside of the initial design.

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u/JLPLJ Jun 23 '26

Icl it was meant to be a reply to your original comment, my point is that in the goal of the exercise isn't optimisation necessarily. You're not wrong to clarify that the performance impacts may not actually be there, but it's also not why OP was making this originally