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I ported my #Gamecube game engine to PC, and even in its unoptimized state, it runs at 60 FPS with a minimum render distance of 64 chunks on my laptop -- double the maximum render distance of Minecraft: Java Edition. Powerful hardware won't be necessary for the game to...

80,364 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

This unoptimized port doesn't use any level-of-detail tricks -- everything is rendered in full detail. Here's how the game looks in widescreen.

Фото профиля le funny
le funny1 год назад

defending Java is getting harder by the day

Фото профиля jackson 🐙
jackson 🐙1 год назад

this has been my favorite development to follow on twitter, ur indirectly making what shouldve been the bedrock version we have now since u wont recreate minecraft in its entirety, (understandable) would u be open to passing the torch and letting others possibly modernize it?

Фото профиля Jace Cear
Jace Cear1 год назад

Absolutely outstanding! 👏 Will you limit your PC port to the same or a similar RAM usage as the GameCube version? (outside debug builds, I guess ^^) That way you could basically have the full RAM contents in L3 cache all the time on relatively modern machines! 😮

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

With a render distance of 64 chunks, this already fits within a 64 MB L3 cache. To put that into perspective, that's 460 million blocks packed into just 64 MB of RAM.

Фото профиля BlueHarvey
BlueHarvey1 год назад

Seriously, how do you do this? How are you able to squeeze everything out of this engine on the GC/Dreamcast (and Wii) and then succesfully port it to PC? How do you do this? How/Where did you learn all the knowledge needed for all of this!

Фото профиля NewoGame
NewoGame1 год назад

Be wary of losing yourself in the PC build its like a drug

Фото профиля Casey
Casey1 год назад

A Minecraft source port would go so crazy

Фото профиля Ashley
Ashley1 год назад

Amazing work! Can’t wait for the optimized one.

Фото профиля Doctor Thok
Doctor Thok1 год назад

Insanely impressive! Have you developed any mobs or items yet?

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

Yes, basic mobs and item drops exist

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Fun fact: It would take the average PC roughly 138,069,000 hours or about 15,761 years to render Avatar: The Way of Water. Here’s how I worked it out: The average PC in 2024 has 6 cores. The average blade on WetaFXs renderfarm has between 16-64 cores. There is roughly 414,000 frames in the finished film, accounting for half of the film being 48fps and half being 24fps at the final runtime of 192 minutes. Each frame took an average of 20-80 hours to render on WetaFXs blades depending on shot complexity and accounting for the 4K delivery resolution. With that info, we can work out the average: We say that the average Weta blade has 40 cores (average between the 16-64 count). That gives a Weta to PC core ratio of 6.67 We also say that the average render time per frame is 50 hours (average of 20-80) Total render time for Weta: 50 hours x 414,000 frames = 20,700,000 hours To work out how long this would be on the average home PC we must multiply by the core ratio from earlier: 50 hours x 6.67 = 333.5 hours per frame Total render time on a home PC: 333.5 hours x 414,000 frames = 138,069,000 hours, which converted to years is 15,761 DISCLAIMER: This is all an educated guess done for fun based on publicly available technical information about the film and Wetas renderfarm. It does not account for any production optimizations, storage limits etc. The real number could be drastically higher. CREDITS: Video is from WetaFXs YouTube channel:

Rassoul Edji

37,819 просмотров • 1 год назад