Mod Structure

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

Mod Structure

by Mito551 » Sun Oct 28, 2012 20:12

this question was already asked a long time ago here, but neither i can find the topic with the question nor i believe it is up to date.
the question is:
if it's a modpack (or a game) is it better to have one (big) mod with a lot of code or several (little one) with less code? which is better for perfomance?

and i came up with another question: how to increase stability when you have a lot of mods? is there a way to make minetest less laggy and more stable with 20+ mods?
Last edited by Mito551 on Sun Oct 28, 2012 20:25, edited 1 time in total.
 

OdnetninI
Member
 
Posts: 38
Joined: Sun Oct 21, 2012 08:20

by OdnetninI » Sun Oct 28, 2012 20:16

i think it's better many little. Example: Messecons.
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Sun Oct 28, 2012 20:22

you think or you know it? i need to be 100% sure.
(sorry if it sounds rude, didn't mean it)
 

OdnetninI
Member
 
Posts: 38
Joined: Sun Oct 21, 2012 08:20

by OdnetninI » Sun Oct 28, 2012 20:31

it better litle, but depends.
What are you trying to do?
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Sun Oct 28, 2012 20:47

make minetest less laggy and more stable with 20+ mods, generally speaking.
 

OdnetninI
Member
 
Posts: 38
Joined: Sun Oct 21, 2012 08:20

by OdnetninI » Sun Oct 28, 2012 21:13

litle mods
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sun Oct 28, 2012 23:38

I'm not a guru at this, but I think the only difference it will make is startup time. Once the mods are loaded I don't think that it cares a lot that they are in the same mod or a different mod. It's all loaded into memory.

A more important question may be: "should i put all this code into 1 abm, or into many abms". The same can be asked with global_step type functions. These are the chunks of code that slow the game, because they have to execute the function using Lua. Although the function is already in memory, this is still a lot slower than executing a function in c++ because of the overhead of the Lua parser.
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sun Oct 28, 2012 23:43

Another important question when it comes to putting module code into 1 mod or many is: "how easy will this be for others to extend".

I think mesecons works great in a modpack, because each "thing" is its own "thing" that just happens to work with other "things". On the opposite side is technic. RBA decided it was easier for him to develop if they were all in 1 mod, just in their own file. I can see the logic in this option too. If all your files are called init.lua then it gets hard to find the file you want.

Anyway, I think the option of modpack or mod is more of a decision about how you want to structure your mod for development. I don't think performance should be a consideration, unless you care about startup time (or unless I am wrong about it only effecting startup time)
 

Dragonop
Member
 
Posts: 1178
Joined: Tue Oct 23, 2012 12:59
GitHub: Dragonop
IRC: Dragonop
In-game: Dragonop

by Dragonop » Sun Oct 28, 2012 23:52

if you press - whit your numeric pad the distanve whil be - and the lag reduces
It's "Drag" for the friends.

Sorry I haven't been online as much lately, I'm real busy.
https://forum.minetest.net/download/file.php?id=4472
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03

by GloopMaster » Mon Oct 29, 2012 02:16

we arent talking about render distance...
Meow.

That is all.
 


Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 21 guests

cron