lol ok
1. 4J studios coded minecraft for the xbox, they were not hired by Mojang but by Microsoft.
2. Yes people know C++, but what about the majority of people that do not know it would have to learn it, although it would benefit them to learn it. They will probably just get mad and rage at notch even worse than they already do.
3. They optimized lighting, it is a lot faster now since its just texture based. I am sure lots of other stuff is more optimized now than it was 8 months ago.
4. It doesn't appear to be coded by a freshman, its a really good game. Part of the problem is just how things are done, they could save a lot of time by just optimizing there code. No reason to completely re-write the games code in a different language.
Minecraft runs fine on my computer, it might not on yours and that sucks, but they shouldn't have to re-write a entire games code. If it was notch coding it in C++ hell it could be as badly optimized as it is currently. It runs fine on a console since they coded it to work perfectly on the exact specs of the xbox, you cant tailor a game for pc on one set of specs when over a million people with different combinations of hardware are playing your game.
Edited:
Java can do games well, Runescape is a great example.
1. I know, but they did it as an agent of Mojang since they own the IP.
2. Maybe
3. Optimizing one feature in like 2 years hardly counts.
4. Again, based on their track record I am confident they will never optimize it. And yeah it really does look like a freshman wrote it. See: Examples
This is the kind of quality Notch codes. It's literally on par with a highschooler. (These are as of 1.8, some may be fixed or they could all still be in effect but either way it doesn't change the fact that he managed to fuck it up so badly)
* Chest state (open or closed) is sent twenty times per second per chest, even if the state hasn't changed. This equates to at least 10kB/s network traffic on a medium-sized server plus the processing the client does
* Same deal with the user list. Each user list packet contains the ping time for one user, and these are sent out twenty times per second per user.
* Experience orbs were broken in 1.8pre1 due to notch's horrible, backwards use of OpenGL. It was already known that dropped items cause serious framerate drops, and the inclusion of orbs made this worse. Multiplayer was unplayable. "So what?", you say, "this is a pre-release". This bug was supposedly fixed by jeb, but instead has resulted in experience orb duping
* The new user list renders improperly with Max Players set above 60, and completely fails to render when Max Players is set above 127.
* The new food system has bugs too - if food saturation is above zero, you can happily not eat without your food decreasing. Only if you take damage will your food start to decrease.
* New player effects can easily be manipulated to give users a speedhack. The server-side stuff that used to detect this cheating has been completely removed.
* The new server list incorrectly assumes a server is up if it has been refreshed within 5s
Again, Notch wouldn't be doing the rewrite. You can optimize for a broad range of hardware and certain standards.