Earlier quoted context omitted.
I spun it up on my server (an FX-8350) and it seems the load is higher than the stock server w/ a view distance of 24. Mind you I'm only running one realm (we really only stay on the default world) because it's just my ~8 person gaming group. It is continually surprising to me that there are all these reverse engineered minecraft servers yet none of them seem to provide a significant performance advantage within a si…
It's a trade off, my understanding is that Glowstone's trade off is providing customization through APIs and mechanisms that will last. E.g. simplicity and power at the cost of performance. As an aside they make a claim that will be familiar to many lisp programmers. Their claim is by providing better power they will improve the average performance in the long run for their users (e.g. people who like lots of mods).…
Glowstone: open-source Minecraft server
51–60 of 79 posts
Re: Glowstone: open-source Minecraft server
#52I don't want to denigrate the effort, but... I'll be interested when I see something with a Forge-equivalent API. Porting Electrical Age to a different Java-based minecraft server is in principle not terribly difficult, it's reasonably well abstracted already, but there needs to be a modding api.
- Forge doesn't really have an API layer and expects devs to work directly against deobfuscated Minecraft code. Mods break every Minecraft version.
- Forge-level mods require cooperation from the client, beyond what the official client offers. Forge mods are structured so the same mod file runs on both clients and servers.
- Because of this, a server reimplementation providing Forge features must do one of three things: compromising on open-source by releasing a client mod, reimplementing the Minecraft client (hard, and hard to get people to use), or mods splitting in Forge-based client halves and new-API-based server halves (code duplication, hard to convince modders to not just use Forge).
Re: Glowstone: open-source Minecraft server
#53Is Minecraft still a thing? Have my kids (10,13) just grew out of it?
Re: Glowstone: open-source Minecraft server
#54If you're interested in roll-your-own things like this, stop by #mcdevs on Freenode and take a look at our documentation at http://wiki.vg , where we've been RE'ing the protocol and game internals for 8+ years.
Are Minecraft servers with a massive number of players something common or really not something the average player cares to participate in? I used to run my own Ultima Online server with an emulator called RunUO about 15 years ago. The same sort of fun I had running that server is what I see people enjoying in Minecraft today. Its really great to see. It was possible back then with a .Net windows server to support 10…
I have no idea about what the players want these days. The large-player-count servers I believe still use instancing and transferring players between servers to support those numbers.
The other hard part is the game's mechanics. You'd need a lot of careful game design to reign in the destructible nature of the game world and all its contents. Minecraft isn't about questing and loot, it's about construction, and if you're not leveraging this you might be better served by making your own game. Large servers typically address this with round-based deathmatch or deathmatch-like gameplay, not really what you seem to be interested in.
Re: Glowstone: open-source Minecraft server
#55I'm old enough to remember when buying Minecraft Alpha included a promise that the code would be made open source some day. IIRC it was "when I'm tired of working on it", which given the success it's been is probably never. (For some value of "I" that's not Notch.)
Selling the product to Microsoft is pretty much the opposite of making it open source.
Re: Glowstone: open-source Minecraft server
#56Earlier quoted context omitted.
It's a trade off, my understanding is that Glowstone's trade off is providing customization through APIs and mechanisms that will last. E.g. simplicity and power at the cost of performance. As an aside they make a claim that will be familiar to many lisp programmers. Their claim is by providing better power they will improve the average performance in the long run for their users (e.g. people who like lots of mods).…
Also, writing a plugin system that plays nice with threads is going to be a pita.
Even if you conceive an API from scratch, Java hasn't the tools to prevent plugin authors from doing things they shouldn't in this regard.
Re: Glowstone: open-source Minecraft server
#57Great work, but...Java? Is this for compatibility with mods? One of the biggest pain points with running a Minecraft server is the onerous memory requirements. Java needs a ton of memory to get out of bed, and after that it's not always pretty with how the allocator works. That's fine on an enterprise server with 64GB of memory, but not cool when you're paying $10/mo. per GB of memory for what should be an inexpensiv…
Yeah, most likely. It says it supports Bukkit and Sponge plugins, both of which are built in Java (dunno much about Sponge, but Bukkit plugins are literally just .JAR files)
Re: Glowstone: open-source Minecraft server
#58Re: Glowstone: open-source Minecraft server
#59Other than pistons not working it doesn't seem like there's a good list of known issues or missing functionality. Is there a link that I'm missing?
Pistons actually work (at least basic pushing/pulling) since a recent update, so we should probably update that on the wiki. Other than that, I'd say the biggest missing feature is Entity AI/Pathfinding at the moment.