How do you guys makes it less laggy but better looking

Random question dont know where this goes
This is just a question i wondered as in the cc+ thingi it looks much better and lag less i just cant understand how thats possible

Lots of time!

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(and smart engineers)

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Basically how most things in the world is made :smiley:

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Hu who would have known you needed engineers when coding

In gerenal, complied languages work better than interpreted languages. Also, C++ is known for performance.
Boundless went from a browser game to desktop game and it needed to be upgraded. The devs did a very good job.

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Software engineers :wink:

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If you asked a software engineer to build a bridge…

:boom:

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“But styrofoam.io is clearly the right framework to use on this project! I did the tutorial once, a year ago; and all those articles out there about how it’s bridge scale…”

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Whilst this is correct, for accuracy Boundless used a JIT JavaScript Engine called V8 that delivered significant performance beyond a pure Interpreted language. However the JIT performance was still significantly short of the current compiled C++ package.

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Presumably, memory management is a lot more …manageable now, too.

I’m curious: is the new engine purely relying on reference counting, doing GC, other?

cough And smart artists too! :stuck_out_tongue:

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Seriously! Those new tree foliage blocks.

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Seriously! All the new blocks! It all just looks so beautiful… and the best part… this is just the tip of the iceberg!

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I can’t wait to see what everyone does w/ 'em. Both in terms of builds, and biomes

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With C++ and RAII, you don’t need reference counting outside of std::shared_ptr. You definitely don’t need GC at all–and you can’t even get it, since C++ doesn’t come with a GC module.

Yeah, RAII & stdlib’s pointers definitely make it convenient; but from what I recall, it’s not uncommon to have GC in C/C++ game engines (Unreal Engine, for example). However, this is me speaking as a game engine newb :stuck_out_tongue:

I have minimal insight into the trade offs being made in cases like that, which is where a lot of my curiosity comes from. (Being able to better control when deallocations happen, maybe? E.g. after a frame has been flushed?)

And thouroughly thought out idea people with networked thought processes that make connections and observations. Don’t forget them.:grin:

No offense, but I’m not really a big fan of some of the new textures :worried:

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Which ones?