Hiring best developers familiar with PvP editing

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TheHighFly

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Hey everyone, looking to hire a developer who's experienced in optimizing knockback, pearl/entity/hit detection. Making sure it can handle a high amount of people with minimal lag(staying in 19.5-20tps with a high number of players on). We're looking for the best of the best and hope anyone reading this can either post their portfolio or suggest someone, thanks.

Budget: $50-$250
 
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TheHighFly

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HOLY HELL y'all just ruined this man's thread with 4 pages of manslaughter

chill the Jamaican hot tamales down man
I kept thinking this but there was so much to read with so much popcorn, still totally destroyed this thread. :L
 

BrianGrug

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I kept thinking this but there was so much to read with so much popcorn, still totally destroyed this thread. :L
I’d post a new one and let this battle royal continue
 

Rack5

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I kept thinking this but there was so much to read with so much popcorn, still totally destroyed this thread. :L
I replied to your post. There is no point in optimizing what you have listed. They are not the main or any significant sources of lag.
 

TheHighFly

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I replied to your post. There is no point in optimizing what you have listed. They are not the main or any significant sources of lag.
Then you don't get the reason why, it's not a source of lag I know this, but if you've ever pvped competitively on a vanilla server than go to velt where the friction and everything else is very different, If you can't tell the difference then idk what to tell you.
 

Rack5

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Then you don't get the reason why, it's not a source of lag I know this, but if you've ever pvped competitively on a vanilla server than go to velt where the friction and everything else is very different, If you can't tell the difference then idk what to tell you.
You're using a non-sequitur argument saying that because Velt's PvP experience is different and because they can handle x players at (allegedly) 20.0 TPS, their TPS improvements come from their PvP mechanics which just isn't true. There are much worse sources of lag such as TnT, hoppers, redstone, liquid flow, item entities, the list can go on and on.
 

TheHighFly

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You're using a non-sequitur argument saying that because Velt's PvP experience is different and because they can handle x players at (allegedly) 20.0 TPS, their TPS improvements come from their PvP mechanics which just isn't true. There are much worse sources of lag such as TnT, hoppers, redstone, liquid flow, item entities, the list can go on and on.
I know those are other main sources of lag and you're misinterpreting me time and time again, I'm saying the FEEL of pvp is different, different velocity horizontally and vertically, different friction(if you know what that is), etc. I'm not saying their TPS improves with their edited pvp nor is that what I'm asking to be done in the OP.
 

Rack5

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I know those are other main sources of lag and you're misinterpreting me time and time again, I'm saying the FEEL of pvp is different, different velocity horizontally and vertically, different friction(if you know what that is), etc. I'm not saying their TPS improves with their edited pvp nor is that what I'm asking to be done in the OP.
"Hey everyone, looking to hire a developer who's experienced in optimizing knockback, pearl/entity/hit detection. Making sure it can handle a high amount of people with minimal lag(staying in 19.5-20tps with a high number of players on)."
> optimizing x, y, and z
> handle a lot of people with minimal lag staying in 19.5-20 TPS
 

TheHighFly

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"Hey everyone, looking to hire a developer who's experienced in optimizing knockback, pearl/entity/hit detection. Making sure it can handle a high amount of people with minimal lag(staying in 19.5-20tps with a high number of players on)."
> optimizing x, y, and z
> handle a lot of people with minimal lag staying in 19.5-20 TPS
Again, if you hit someone on vanilla MC, used a rod, enderpearled, etc. and went on any competitive server and did the same it'd be really different, I don't know what to tell you since you're obviously not getting it and are thinking I meant that I want this to increase TPS, etc. I just wanted clean code while it handles this and not lag, as many public or premium ones seem to do. I don't know what else to tell you.
 

Rack5

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Again, if you hit someone on vanilla MC, used a rod, enderpearled, etc. and went on any competitive server and did the same it'd be really different, I don't know what to tell you since you're obviously not getting it and are thinking I meant that I want this to increase TPS, etc. I just wanted clean code while it handles this and not lag, as many public or premium ones seem to do. I don't know what else to tell you.
Then your post wasn't initially clear as many others have gotten confused just as I have :p

Which public ones do any of that? I can't imagine how you could possibly code something like that so that it lags the server in any way.
 

TheHighFly

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Then your post wasn't initially clear as many others have gotten confused just as I have :p

Which public ones do any of that? I can't imagine how you could possibly code something like that so that it lags the server in any way.
I'll have to find one when I have time, if you look up reduced knockback plugin or hit detection, you can usually find something. When it's handling each players velocity and handling all the different entities adjusted speeds, if it doesn't have a good fast math it lags with more than a 100+ players premium ones can handle 300-500
 

Rack5

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I'll have to find one when I have time, if you look up reduced knockback plugin or hit detection, you can usually find something. When it's handling each players velocity and handling all the different entitys adjusted speeds, if it doesn't have a good fast math it lags with more than a 100+ players premium ones can handle 300-500
How would fast math change anything? At the end of the day, all they're doing is multiplying the components of the knockback vector with whatever you configure the knockback constants to be. It is as fast as arithmetic operations can be in Java and most likely not the source of your lag. Have you done proper tests between the vanilla jar and the custom jars on the same player base? I really do think that the code written for this specific task is not what is the cause of your lag.
 

TheHighFly

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How would fast math change anything? At the end of the day, all they're doing is multiplying the components of the knockback vector with whatever you configure the knockback constants to be. It is as fast as arithmetic operations can be in Java and most likely not the source of your lag. Have you done proper tests between the vanilla jar and the custom jars on the same player base? I really do think that the code written for this specific task is not what is the cause of your lag.
We're not getting lag, this is just editing the registration of hitting another entity, if you went on a random 10 man faction server with different random plugins, hit detection will be painful compared to how smooth it is on minemen.club
 

Rack5

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We're not getting lag, this is just editing the registration of hitting another entity, if you went on a random 10 man faction server with different random plugins, hit detection will be painful compared to how smooth it is on minemen.club
Those random servers lag because of multiple reasons and knockback modification and such things are not one of them. Usually, the two prime factors in the lag of servers are poor spigot configurations and abuse of public plugins. What I mean by "abuse of public plugins" is that they decide to cut down their budget as much as they can and get public plugins that are not specifically designed for their server instead of paying a developer to code specifically for your server. What happens when they do this is that the extra features that come with the plugins build up to the point where they lag the server. Not only this, but public plugins are usually poorly coded in general as the developers are satisfied with what they produce because the their satisfaction is not based on money unlike competitive servers like minemen.club, where if you don't have the best performing server, no one will play on it.

At the end of the day, if you're not getting lag now, I really do not think you will get any sort of lag if you implement even a public version of what you want.
 

Nomarr

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Realistically, neither of those have to be optimized or are any major sources of lag when dealing with spigots. For any spigot that is able to handle up to a thousand unique players on would cost more than what your budget is.

Load of shit coming from you.

Java conventions have nothing to do with the lack of performance spigots have.
I didn't say anything about the performance of spigots. I just said that he's a static abuser and I advised him not to use his spigot?
 
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Rack5

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I didn't say anything about the performance of spigots. I just said that he's a static abuser and I advised him not to use his spigot?
You advised him not to use his spigot after claiming he's a static abuser. What does him abusing static have to do with the functionality of the spigot?
 

PTech

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You advised him not to use his spigot after claiming he's a static abuser. What does him abusing static have to do with the functionality of the spigot?
I don't think it takes a lot of thought to figure that one out. If he doesn't follow proper object oriented programming practice, then there's a very high chance that his code won't be of quality, don't you think?
 

Rack5

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I don't think it takes a lot of thought to figure that one out. If he doesn't follow proper object oriented programming practice, then there's a very high chance that his code won't be of quality, don't you think?
Following a convention does not make your code perform better in any way. Anyway, Minecraft developers normally scream "static abuse" any time they see the modifier being used for a variable, so hearing it from a developer on here isn't really that trustworthy :) The majority of spigot developers use static to hold the instance of their main class' singleton, but that does not mean their code is bad overall, they're just being lazy and "abusing" static to make their lives simpler.

I definitely agree with you that writing clean code is important, especially when working in large environments with other developers, but it has usually little to no impact on the actual performance of the product.
 
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PTech

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Following a convention does not make your code perform better in any way. Anyway, Minecraft developers normally scream "static abuse" any time they see the modifier being used for a variable, so hearing it from a developer on here isn't really that trustworthy :) The majority of spigot developers use static to hold the instance of their main class' singleton, but that does not mean their code is bad overall, they're just being lazy and "abusing" static to make their lives simpler.

I definitely agree with you that writing clean code is important, especially when working in large environments with other developers, but it has usually little to no impact on the actual performance of the product.
I say that to many people, just as well. I don't care about convention, but the issue is that when you're not following object oriented practice, like, ever, the likelihood that you're doing something wrong goes off the charts. Also, singletons are a design pattern(albeit the dependency injection design pattern is way better in terms of convention, if you really want to follow it), it's not static abuse. Just a lazy way of passing around instances.
 
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