<a href="#" class="seekto" data-time="342">5:42</a> The reason why light gets recalculated on the server is due to logic tied to spawning mobs in dark places and so on.
The main problem for Minecraft servers isn't the RAM usage, it's actually CPU usage. The base game is still single-threaded, so the vanilla server and it's modded forms (Spigot/Paper/Sponge/Forge/Fabric) are all also still largely single-threaded. As Mojang has added stuff to the game, the demand on servers has outpaced the improvement in single-threaded performance of new CPUs, meaning servers can hold less and less people with every update. The solution to this of course, is to multi-thread it. However, as you pointed out in your video, with how much stuff actually runs on the server that's no small feat. Modding the base server to be multi-threaded is basically impossible (there is actually a project called Folia that is **kind of** doing this, and has had great success, but isn't ideal and causes a lot of issues), so the only real choice is a complete rewrite. I personally do not think we'll ever see a feature-complete rewrite of the server, at least not from the community. It's just too much work, and with the increasing frequency of updates maintaining it long term would be next to impossible.
I mean yea this isn't using many resources, but there's *so much* that this isn't doing, so while this is a neat project, it doesn't say much about the performance of any of the technologies involved also on RAM use: when you see the empty server RAM use, you need to account for the fact that the JVM preallocates a bunch of empty heap space, so it'll be vastly bigger on an empty server, but gain almost no RAM use when the first player joins
Why would you think that the light should not be calculated on the server when playing server side? The server needs to know where to spawn mobs, etc... Also, I don't know about the server side, but Mojang has been releasing an obfuscation map for Minecraft for about a decade now at least.
for me it was Garry's mod with wiremod and Expression 2 programming language. definetly wouldn't become dev if didn't play them during school it was slow as well. can't wait for S&Box to add proper sandbox mode with similar stuff
It's not actually that impressive, there is NOTHING hapenning, most of it is being used for world generation, and there is basically no world hapenning, no light (which is expensive as fuck, and also, theo, mobs depend on light so it does need to be calculated on the server) no saving, no nothing, it's just the player and a extremely basic world, for something like this i'd actually expect better performance, really, not really fair to compare that to paper, vanilla, etc.
The server basically runs all the game logic, so it's not surprising that main game mechanics like lighting would be server side. <a href="#" class="seekto" data-time="385">6:25</a>
<a href="#" class="seekto" data-time="400">6:40</a> Mojang has been releasing deobfuscation maps for 5 years now, although it's not everything (e.g. function arguments) it's definitely enough for deobfuscation
Seriously? Not gonna mention Minetest? Catch up. Fully foss and fast since 2010. Vast add-on space. Many games hosted. I've never understood staying with minecraft since minetest.