Talk:Pre-CGTT Initial Test
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Mojang statement probably false[edit source]
These logs from the LWJGL IRC contradict that. https://echelog.com/logs/browse/lwjgl/1242165600
[18:30:42] <Riven_> optimising not as easy as expected? [18:30:52] <Notch_> haven't started yet. =) [18:31:03] <Riven_> when what are you knowing down walls for [18:31:14] <Riven_> knocking* [18:31:15] <Notch_> general nerd rage =D [18:31:28] <Riven_> ah, i understand [18:31:39] <Notch_> ok, I'll start coding now. =D
This version likely didn't exist in the first place. Maybe the concept was conceived on May 10th, but the game wouldn't first be developed until the 13th.--Arctic (talk) 19:11, 11 November 2019 (UTC)
- However, you can see this earlier on the same page:
[13:34:09] <Notch> i was trying to narrow down a performance issue last night. [13:34:17] <jezek2> yes if you want it doing per frame [13:35:58] <Notch> ok. hum. I guess I should use vertex buffers instead [13:36:13] <Notch> they don't update each frame, but often enough to cause concern [13:36:15] <Riven_> it has a rather big overhead, yes, but the performance is probably optimal, once you got them [13:36:29] <Riven_> i remember a grid of 16x16 quads, took 10ms [13:36:37] <Riven_> but that was like 4 years ago [13:36:45] <Notch> yeah, I'm working on an infiniminer clone [13:37:03] <Riven_> les me lookup that game name... ! [13:37:08] <Notch> I've got chunks of blocks, 16x16x16 blocks. Each block can have a maximum of three quads, but that's worst case scenario