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Posted

Hey guys, I'm having a bad time trying to optimize my tileentity rendering.

 

What I'm trying to do is rendering another ModelBase inside a machine, depending on two value in the Tileentity class (ID and stage of rendering).

 

I was able to achieve this but I really don't think that what I've done is the best way, because it is too expensive (I guess). Basically, I created a database by using a hashMap inside of another hashMap (hashmap<byte, hashmap<byte, ModelBase>>), then I just synced two byte values of the tileentity (the ID and Stage, which change every 300 ticks or so) and it worked perfectly. But, I think that's very expensive to access the database every rendering cicle.

 

So, my first question is: Is that really expensive? (My hashMap would be 10 hashmaps of 5-10 models, for instance).

If it is, how can I sync a ModelBase?

Posted

Hi

 

You could access that hashmap a hundred thousand times a second and the user would never notice the difference.  There might be a more efficient way, but if it works how it is, I wouldn't bother trying to fix it.

 

-TGG

Posted

Why not just use arrays? ModelBase[][] stages = new ModelBase[max_id][max_stage]...

Could even cache the result of stages[id] in the TE so that it doesnt have to pull out from that every render frame.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

I like this array idea. I didn't use it before because not all id's have the same number of stages. But, let's say that I would like to use arrays, how can I send a packet with the ModelBase to the render class. I really have no clue how to do that.

Posted

I like this array idea. I didn't use it before because not all id's have the same number of stages. But, let's say that I would like to use arrays, how can I send a packet with the ModelBase to the render class. I really have no clue how to do that.

Why do you need to send a packet, assuming that you are using TileEntity to synchronise the max_ID (and max_stage?) from the server to the client?

 

-TGG

 

 

 

 

 

Posted

I've already synchronized the id and stage. I am just trying to avoid the search in the hashmaps (or array) every rendering cycle. That's why I want to send a packet with the ModelBase only when the stage changes.

 

But, to be honest I am very happy with the result that I've got so far.

Posted

While it is good to be generally aware of performance burden, and of course don't do something downright stupid, the common wisdom in programming is concentrate on being logically correct, readable and extensive and only do perf optimization if you find a real problem.  A modern computer can do a ton of stuff quickly -- imagine all the other stuff that Minecraft is doing every tick! -- so unless you're doing massive searches across every block or something aberrant like being excessively recursive, just code so it works well and don't worry so much about the perf (unless you find an issue).

 

 

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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