标签:performance
沿着同一个主题,探索历史、设计、技术与重新发明之间的联系。
按标签浏览
java16modding7compatibility5cross-platform4simulation4ugc4bedrock3bukkit3forge3marketplace3multiplayer3performance3
188 个标签
acquisition1add-on1addons1ai1anvil1architecture1archives1audio1authority1automation1backwards-compatibility1bedrock3beta1biomes1block-state1block-update1building2bukkit3chunk2chunk-lifecycle1chunk-mesh1class-loading1client1client-server1collision1combat1commands1community2community-feedback1compatibility5competition1compression1conclusion1container1cooperation1cpp1crafting1creation1creative-mode1creator-culture1creator-economy1creator-platforms1cross-platform4culling1cultural-heritage1data-components1data-driven1data-model1datapack1datapacks1dimensions1early-access1editor1education1emergence1endgame1entity1exploration2fabric2fluid1forge3game-design1game-drops1game-history1game-loop1goals1governance1grey-economy1influences1inventory2ip1item1item-stack1items1java16java-bedrock1java-edition1jvm1launcher1legacy1leveldb1licensing1lighting1live-ops1machines1maps2marketplace3memory1microsoft1migration1mixin1mobs1modding7modpacks1mods1mojang1monetization2movement1multiplayer3namespace1nbt1neoforge2networking2noise1nostalgia1observer1operations1origins1palette1paper1parity1particles1pathfinding1performance3piston1platform-strategy1player-authorship1plugin1prediction1preservation1procedural-generation2product-development1profiling1progression2protocol1prototyping1proxy1public-development1quasi-connectivity1random-tick1realms1recipe1redstone2refactoring1registry2reinvention1release1rendering2resource-pack2resources1runtime1sandbox1sandbox-design1sandbox-games3scheduled-tick1scheduling1scripting1seeds1serialization1server2servers3signal1simulation4simulation-distance1snapshots1speedrunning1spigot1storage1storytelling1streaming2survival3survival-crafting1synchronization1systems1tags1technical-debt2technical-minecraft2terrain-generation1tick1tickets1tools1transparency1tutorials1ugc4update-order1updates1velocity1versioning1villagers1voxel2voxel-games1voxel-world1world-design1world-loading1worldbuilding1worldedit1worldgen3youtube1
3 篇相关章节
全部标签卷三 · 技术实现
Java 版运行时与发布环境从 JVM、JIT、GC 到 Launcher、Mod 生态与版本迁移,理解 Java 这套运行环境为 Minecraft 带来了什么能力、付出了什么代价,以及为什么这个选择既塑造了 Mod 生态的繁荣,也带来了性能与发布的约束。
卷三 · 技术实现
性能分析与优化画面停顿、世界变慢与操作确认迟,可能来自不同的资源预算。本章从帧时间、Tick 与网络延迟进入 Profiling,讨论怎样找到瓶颈、选择优化并重新测量。
卷三 · 技术实现
插件、服务端软件与规模化从原版 Dedicated Server、Bukkit Plugin API 到 Paper 性能优化、Proxy 架构与运维工具栈,理解当 Minecraft 从几个人的生存服变成长期公共服务器或大型网络时,哪些职责已经超出原版服务端,又为什么会形成另一套扩展生态。