Could you run part of your MMO server work as a distributed-computing setup on client PCs? (but how would you get that working in real time?)
Maybe the players that are online at a particular time could be doing some of the extra processing - the game client could run 1 or 2 extra 16-bit virtualizers in the background, along with the virtualizer for the player's own 16-bit cpu and the game thread. So 4 threads running on 4 separate cores.
If it's designed carefully, the code should be trivially translatable to native x86, at which point you may even be able to run a few thousand on a single reasonably beefy server, depending on how fast the virtual CPU runs and the average load.
you do realize we're talking about Notch here right?
Typing that should have been a pretty unambiguous clue you needed to stop.
That's kinda my point, coding ability didn't limit his ability to delight people.
He has programmed a number of games from scratch in very short time periods without using a bunch of pre-existing tools etc.
He is obviously very much a generalist and has done everything from 2d/3d graphics , networking , gameplay handling , AI and now CPU emulation. I would imagine most AAA developers will at some point find a niche and stick to doing that.
Not to mention building minecraft which is a non trivial programming exercise in terms of managing and rendering thousands upon thousands of blocks which can all potentially be re-arranged.
Perhaps he is not John Carmack but I would be confident he is at least as good as 90% of the programmers working in the game industry.
Yes.
>He has programmed a number of games from scratch in very short time periods without using a bunch of pre-existing tools etc.
PHP, QED. Also no he didn't, he used lwjgl.
>He is obviously very much a generalist and has done everything from 2d/3d graphics , networking , gameplay handling , AI and now CPU emulation. I would imagine most AAA developers will at some point find a niche and stick to doing that.
No.
>Not to mention building minecraft which is a non trivial programming exercise in terms of managing and rendering thousands upon thousands of blocks which can all potentially be re-arranged.
You do a real disservice to the people working on modern physics engines. Jesus.
>Perhaps he is not John Carmack but I would be confident he is at least as good as 90% of the programmers working in the game industry.
No.