(01-12-2016, 06:54 AM)DiamondToaster Wrote: [ -> ] (01-12-2016, 06:12 AM)tonibm19 Wrote: [ -> ]For a plugin I use the AddSpeedY() function and it works (player gets up like a rocket as I want) but then the speed is the same. If a mob hits the player he's punched up a lot, just like if I run my command which uses AddSpeedY().
Any way to make it work like gravity so when the player returns on the ground it gets to normal speed? Or do i need an sheduletask or something like that to return speed back to normal.
I get the same problem with some of my plugins. I just assumed that it was due to my crappy coding. 
Generalised comment: the physics system is not great at present.
(01-12-2016, 06:43 AM)DiamondToaster Wrote: [ -> ]Wow. Java 9 Snapshot, I'm impressed. Hitting 1000+ FPS vanilla.
Damn. They're closing the interpreted/compiled performance gap fast.
xoft, ESET writes better software, right?
https://code.google.com/p/google-securit...ail?id=693
Yeah, our software is a bit better, although we did have some of those google-security-research incidents, too. Not that ridiculous, though.
I don't think it's the interpreted/compiled gap, it must be new optimizations to the display routines. It also depends very much on the world and direction you're looking. On my old laptop I get like 10 times slowdown when looking forward, compared to looking straight down. And I once wrote a world generator in Cuberite that brought any client to its knees, because the world was unoptimizable.
Any client? Challenge accepted!

Something worse than the Far Lands would be interesting to see.
do you know the ~date? AFAIK git has a history and we could download old versions in Vanilla client...
The code didn't make it to the repo, quite understandably. It was when I was testing out various terrain height generators and had them output some test values into the world. I managed to make a more-or-less "50% gray" - every other block was set to stone, the rest was air. There were so many polygons that the client cannot fit them into the available memory, let alone render. I suppose modern client could have some optimizations to prevent a crash in this situation, thanks to occlusion culling; for such a case, a similar pattern, but less dense, should still do the trick.
It should be rather easy to write such a generator as a plugin, if you really want to test that.
(01-13-2016, 06:33 AM)DiamondToaster Wrote: [ -> ]Any client? Challenge accepted!
Something worse than the Far Lands would be interesting to see.
I thought the farlands were pretty kewl, in 1.7 beta. But anyways, your opinion

Sister is getting married tomorrow, the frenetic chaos levels are rising...
Yesterday, first time ever, I got compilation issues and it seems to be gcc itself. I'm on Ubuntu and using gcc-5.1 (after trying 4.9)
On another machine it compiles just normal