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I will look at it but a lot of the simulator / chunk / block stuff baffles me. I can read code but when dealing with 3D space, coordinates and maths I get a little lost.
With any luck I'll notice something out of the ordinary but no guarantees.
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12-29-2011, 02:09 PM
(This post was last modified: 12-29-2011, 02:17 PM by AsianBusinessman.)
Is it slower than the vanilla server? I investigate how they did it since we all know Java is painfully slow...
And are you talking about all the simulators or just the fluid ones or?
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I haven't had time to test the simulators at all, but when does it start hogging the CPU? At all times when running? or when sand or gravel is dropping?
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12-29-2011, 03:49 PM
(This post was last modified: 12-29-2011, 03:49 PM by mtilden.)
From what I saw if you turn Water=1 in [Physics] in settings.ini then it just uses 100% CPU 24/7 even when you're not near any water that should be moving or whatever the case is.
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Sounds like it's getting into a feedback loop, or it's not waiting for ticks, or it's just doing waaay too much at once. I had similar problems trying to make redstone work. The redstone simulator has to remember each block it looks at. IT uses two methods to do that, it uses the actual block state and it uses an array that changes blocks after a tick takes place.
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So I managed to speed up the sand simulation by removing some stuff. I'd say it's roughly 10 times as fast now, and probably too fast, seeing how the client crashes when it can't keep up