Game running slow with loops file
Hi,
We're experiencing some issues while creating a game with Minecraft Edu v 1.20.13.
We are creating all our functions and loops and delay with .mcfunction files. However everytime we're activating loops the fps of the games drops (and tend to be at 10 or 15 fps.) but all the function works fine.
We are using some customs items and textures but not much and not at the point that it is too hard to load. And for a better performance we are using fake players to use the scoreboards.
To load a function, the loops always have an execute if to chekc if it have to go into..
Is the loop the problem ? Is it the file ?
(Here's a quick look at the tick.mcfunction file :
-- loops/1a.mcfunction :
)
Thanks for the answers / hints :D
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Hello! All of these exciting commands to track scoring are adding so much to the environment. I love it.
I admit to not being very familiar with all of this. Other than being a fan ;) I am wonderiing if the constant checking for those blocks and such is bogging down your cpu cycles a bit in that loop. I am wondering if it is possible to do anything about it in these one line commands in the direction of a small pause or something. Just a curiosity question, and I will wait for the people who actually know anything to comment. I am amazed at you and look forward to hearing more!
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A little update about the issue.
We finally fixed it for now. The problem was that we summoned a custom entity (it was our first time doing that) somewhere and we cloned a structure with a new one (the same but the difference was into the walls) and we though the entity would be killed by the structure load. But... No ^^
So we ended up having 200+ entities at the same place to load and the game didn't liked that :DOnce we killed all the entities and fixed with the "kill @e[r=1]", problem was fixed \o/
Until next one :DThank you for all the ideas about the checking and cpu load :)
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