>redstone, hostile mob, and weapon support
Aren't these the slow things? Is it just player position and map data that's synced through a central DB? I would assume the bulk of the work isn't done yet.
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>redstone, hostile mob, and weapon support
Aren't these the slow things? Is it just player position and map data that's synced through a central DB? I would assume the bulk of the work isn't done yet.
Earlier quoted context omitted.
Is there a specific reason why Minecraft hasn’t been “adapted” from the original game to a robust design that could scale to larger worlds and player populations before your project ?
The development priorities of Minecraft are a little strange. They have had a lot of opportunities to increase extensibility and performance (see modding API, cubic chunks, etc) but were too slow about it or focused on other things. AFAIK the long-term vision is to move the game entirely to the C++ clients which are much more performant, but a lot of the core playerbase is still on Java for modding and platform compa…
Interesting timing. I play with a few friends on a modded 1.7.10 server and we’ve decided to restart with 1.16 due to the lag having become untenable. We run it on an i7 machine at my house dedicated to it, so it’s not a hardware issue. Like clockwork the server would freeze for about 5s about every 30s. Using opus our best guess is that it’s unloading chunks and the GC is happening. We’re going to run 1.16 now which…
There is something not quite right. 1.7.10
There are very few servers that would really benefit from this. But perhaps the reason is that it's incredibly difficult to form large communities in minecraft. I could see this really changing how users interact with each other.
Earlier quoted context omitted.
I rent a small Linode to run a minecraft server for my extended family. Sometimes it struggles to keep up with just a half dozen of us, and when I tried swapping from a spigot based system to a forge one so the kids could have mods it was basically unplayable. I can't imagine scaling out to thousands of users, this was some amazing work. While developing this did you come up with any best practice recommendations for…
It might be too pricy, but if you go to about 25usd/month, you can get a dedicated server with an i7 from hetzner server auction. These cheap boxes don't have ecc ram etc - but should work well for things like this. https://www.hetzner.com/sb?country=us
Being able to serve 1000+ players in a spatial "MMO" game is like the holy grail of netcode programming... > Here's a demonstration showcasing 1000 cross-server players, this simulation is functionally identical to real player load. The server TPS never dips below 20 (perfect) and I'm running the whole thing on my laptop. If it can run on one laptop, why does it need horizontal server scaling? :P You don't really kno…
Being able to serve 1000+ players in a spatial "MMO" game is like the holy grail of netcode programming... > Here's a demonstration showcasing 1000 cross-server players, this simulation is functionally identical to real player load. The server TPS never dips below 20 (perfect) and I'm running the whole thing on my laptop. If it can run on one laptop, why does it need horizontal server scaling? :P You don't really kno…
That demo is primarily meant to demonstrate the efficiency of the message broker and packet code as if there were 1000 players on different MC servers all forwarding their positions through WorldQL. I’ll make it more clear.
Being able to serve 1000+ players in a spatial "MMO" game is like the holy grail of netcode programming... > Here's a demonstration showcasing 1000 cross-server players, this simulation is functionally identical to real player load. The server TPS never dips below 20 (perfect) and I'm running the whole thing on my laptop. If it can run on one laptop, why does it need horizontal server scaling? :P You don't really kno…
Thanks for your comment! That demo is primarily meant to demonstrate the efficiency of the message broker and packet code as if there were 1000 players on different MC servers all forwarding their positions through WorldQL. I’ll make it more clear.
Hmm, I still think spatially allocated servers offer the best scalability. You would just have to approach it a little differently. Server boundaries could move based on where the population is via delaunay triangulation (instead of fixed boundaries), and servers could share high-importance information with their immediate bordering neighbours. (This would be recognized as ghost data on the neighbouring servers.) You…
Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
I rent a small Linode to run a minecraft server for my extended family. Sometimes it struggles to keep up with just a half dozen of us, and when I tried swapping from a spigot based system to a forge one so the kids could have mods it was basically unplayable. I can't imagine scaling out to thousands of users, this was some amazing work. While developing this did you come up with any best practice recommendations for…
I run my server on a 32GB Ryzen5 PC with the world on an SSD and it often struggles with just 2 players no matter what options I tweak. Keep dreaming of the day the Java parts get the same performence as the Bedrock parts (but I know it'll likely never happen.)