^
Actually Minecraft is quite multithreaded and will run off more than a single core at any given time, I play it so I should know. Maximum amount of cores it is able to utilize I am not sure but it definitely is capable of using 2 threads or more. Most games that are 'professionally' coded are not even well threaded and we're still stuck with games that perform optimally with 4 cores.
I don't know if Java coders could be defined as shitty as compared to the norm of using C++ for bigger games but bugs exists in any games, Skyrim is no exception and requires quite a few mods here and there to optimize its performance. Minecraft may have its slight drawbacks with using Java but it is definitely not lacking in community made mods which expands its possibility or as you would prefer, improve its overall performance via OptiFine.
Every world is randomly generated and new parts of the world will be generated as you move further so there will only be a requirement during the world generation phase. As it is a sandbox game, I could crash it easily by spamming it with something till it crashes, with other games, you wouldn't be able to crash it unless it is a bug.
Id reply to you, but you make no sense and don't read what i wrote nor what the original OP wrote.
Your just trying to defend and sound smart.
I .....heavily dislike people.... like that.
Your comparing languages by saying because games written in both languages have bugs, they're practicly the same.
Then your comparing a Server application to a Client one.
Not really starting of well, are ya?
So here's what you'll do:
Find me a minecraft distro, where you show me native object/que management, async/sync management of threads that's not just plying on Java VM's garbage management.
I dare you.
@cytg11:
Yes, i am generalizing alot.
I apologize for that.
But i'm also right in 90% of the cases.
Any complicated workload with lots of inheritance and data variable management in memory is going to suck on any managed language.
Cause the language was never meant for that, period.
Minecraft is a fantastic idea and game, and obviously not a big budget project - so the tools used to create it reflect this.
This is not a problem of minecraft but more a problem of the tool's ultimate limitations.
And as say yourself, there's a difference from professional project to professional code - and with a non-constant workload oriented language as base - you can see how it's easier to run into "performance issues" depending on who has written what
Still TL;DR
Clockspeed/IPC for anything written in a managed language.
I highly doubt minecraft servers carries 1000+ sockets with tons of complex mods that require 100+ active new variables per user, so the chances of running into performance issues with some decent hardware(the procs mentioned should qualify as that), are minimal.