@LadySandraPon @WitherKing001 With the clarification that "when the time is right" could mean anytime from now until the end of the universe. There's no telling when "the right time" is, but it's good to have these filed as popular ideas the community seemed to like.
@JackSockwellP @WitherKing001 - Rewrite the feature as production code in Java and Bedrock engines
- These are two different engines with two different programming languages, Java and C++
- The engines also have different technology and different functionality, (2/9)
@JackSockwellP @WitherKing001 meaning things are not always easy to do 1-to-1 ports
- This means developing the feature TWICE, requiring twice the amount of work any mod would have to do by default
- Make sure it works on all platforms: PC, Xbox, Playstation, Switch, mobile devices, (3/9)
@JackSockwellP @WitherKing001 etc
- Make sure it is PERFORMANT on all those platforms and is not causing regressions on any of them
- Absolutely be sure that the code we are writing is clean, (4/9)
@JackSockwellP @WitherKing001 readable and will pass our quality threshold for getting merged into the codebase without making our future selves suffer
- Put them through PR, (5/9)
@JackSockwellP @WitherKing001 get tech approval and sign-off that the feature is developed to the standards we are happy with
- Sift through feedback from the community on the feature, (6/9)
@JackSockwellP @WitherKing001 iterate on the design based on the feedback and re-implement those changes twice on each platform
- Go through all the newly tracked bugs that come in and fix them until the feature is at a quality that is not only expected of us but is acceptable based on our own (7/9)
@JackSockwellP @WitherKing001 quality standards
And that is but a small slice of what it means to actually work on a feature in the game, I would not be able to give a real picture of what it's like on Twitter because it's a big process. Working on games is hard, (8/9)
@JackSockwellP @WitherKing001 and people unfortunately don't get a good insight to what it's like without working in the industry themselves. Hope this gives a small bit of insight. (9/9)
@axynim @JackSockwellP @WitherKing001 I think you have a misconception also that because there are C++ programmers and Java programmers that the work gets done just as fast as if there was one engine. Far, far from the truth. Again, keeping engines at parity in functionality is a huge task when they have diverged.
@axynim @JackSockwellP @WitherKing001 Also, I honestly just find it funny that you can talk to me with such confidence that my points are insignificant when you don't work in the company, you haven't worked on both engines and you don't know the process. That is a lot of confidence with nothing to back it up.
@axynim @JackSockwellP @WitherKing001 Minecraft is built on a legacy engine that is almost 15 years old, with Bedrock being a C++ version of that which is developed with a different architectural strategy. So there is a lot of catch up and clean ups that are needed just in implementing something seemingly simple.
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REDSTONE ENGINEERS! I'm in need of some feedback. Been experimenting with the Sculk Sensor and have alternative ways that vibration signals are timed/can travel. The attached video shows signals arriving at different times based on distance, and a video below shows something else
This video instead shows signals all arriving at the exact same time by all sensors that are close enough to detect the vibration.
I think this is interesting, and while the first video is more visually pleasing, I'm curious if the second video is more predictable and easier to work with if Sculk Sensors always have an exact tick rate they arrive at no matter the distance. Thoughts?