How is it that werewolves jump higher if the jump height isn't tied to the character in Skyrim? This is not an argumentative query.
How is it that New Vegas runs like total shit compared to Skyrim if they share so much code, etc.? I can actually run Skyrim on a $450 HP Pavillion G6 on medium settings at 800x600 just fine. New Vegas runs like shit on a hexcore Phenom II "Black Edition" with an $800 nVidia video card. One of those big fuckers I had to move my hard drives so it would fit in the case.
The Radiant mission system is total shit, but a nice try.
Minecraft is a fun game, but it's clearly a completely unoptimized cluster of shit in the code. Runs about like New Vegas (relatively). New Vegas should not run as slow as it does. Minecraft should not run as slow as it does. It runs about as good as Skyrim on the previously mentioned laptop. And it really should be running quite a bit faster considering the graphical detail alone. Quite a bit of stuff is not simulated unless the chunk is loaded. Chunk generation is done one time. I expect it to be memory hungry, but it shouldn't use so much CPU unless running the server component.
Then you have the fucking changelog. Implement one feature and it breaks something else. Some of these things, I can't imagine how the code must be structured to even cause such a bug. You have shit like chests getting fucked up because of a new weather effect. I'm not checking the changelog to give real examples. You know they're there.
The wireshark screenshot explains why my 3 Mbps upload bandwidth could not handle a server with 6 people. Holy shit. And all the TCP overhead. Fucking Quake 3 used a UDP stream and implemented its own fragmentation handling and out-of-order packet handling (whatever the technical term for that is). It would have been perfect for Minecraft. The code has been available for this for years and the algorithm explained in detail all over the place. I implemented it myself once (without the compression). The network code in Minecraft is how you don't do multiplayer.
Terarria (sp?) is damn fun. I think it was written in C# using the XNA framework. But I could be totally wrong about that. It seems like it required an XNA runtime to run, but I could be wrong about that too. Guess it doesn't have to be C#. Never had an issue with the way that game runs.
Nice thread.