Attempt to fix incompatibility with bendy-lib (Emotecraft)#14
Attempt to fix incompatibility with bendy-lib (Emotecraft)#14
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Gegy
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Thank you so much for this PR!
Main concern here is with @ModifyArgs requiring a fair bit of allocation with boxing each value & the args object.. not sure if there's any way to avoid this though without taking a totally different approach.
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When I originally wrote it I was thinking about that too and I was gonna suggest running tests on this - then forgot about it. I did just run a quick and dirty comparison test, with the above mixin, vs an empty method mixin (not a fair comparison, but that's kinda the point). I had a lava source and sea lantern near ~50 zombies, so that should be 300 model parts. Because it was so unscientific, I ran a more controlled test in a flat world with increases entity cramming, I put a ton of zombies (entity counter says 325) in a 2x2 hole and put 2 sea lanters at each side. So the overhead might actually not be that bad. |
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With the redirect, you copy variables on the stack. If you want to improve the render performance, you should do colored lights by shaders, not by Java code |


see issue #13
I did modify args from colored-lights with a higher priority than bendy-lib