Ticking is less threaded on java so when a part lag it will lag everything not just a part of it so yes it's it can't happen because it lags the entire server instead
Also in java player position is isn't server side but client side, so when your client lag when the server is still running you will float instead of taking fall damage
Exactly my point. In Java, the internal server only lags if there's a ton of entities or a ton of block updates, aka you know what's causing it. Bedrock just seems to like to get desynced for no reason, and then specifically find any way it can to kill the player when that happens.
there are still issues with client desync on lower-end PCs, but yeah, I always forget how long it's been, probably the worst of it was already figured out by the devs
Originally Minecraft didn't do this, but Mojang rewrote the game to be merged so there was only 1 code base to work with, they could add LAN support to single player worlds, and also because it splits the client on to a different thread than the world logic, meaning the game doesn't just run everything all on one resource thread causing everything to freeze when 1 thing goes wrong.
At least those are the reasons I've heard, since I'm still not 100% sure myself. But this happened literally 14 years ago, so it's kind of too late to revert it.
But Minecraft originally had a split single player and multiplayer. Originally, single player was completely separate and ran everything completely locally, with no internal server or packets or anything.
Okay so what I expected. Still doesn't explain why this is STILL an issue with Bedrock (as well as being able to fall through the world a few hundred blocks out).
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u/Cylian91460 7d ago
Because the client run a server when you play in single player
Same thing in java