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TrueCraft, An Open Source Implementation of Minecraft 1.7.3

truecraft.io

31–40 of 95 posts

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#31
post #23

I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. This would be a major improvement to the multi-player experience. Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. Those "fixes" will completely rid the game from "hackers". Witch…

Mining time can actually be incredibly low in some cases. With a max efficiency enchanted diamond pickaxe, for example, you can practically swim through netherrack. With the optimization you suggest they would be noticeable lag.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#33
post #23

I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. This would be a major improvement to the multi-player experience. Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. Those "fixes" will completely rid the game from "hackers". Witch…

Mining time can actually be incredibly low in some cases. With a max efficiency enchanted diamond pickaxe, for example, you can practically swim through netherrack. With the optimization you suggest they would be noticeable lag.

Etho does something he calls speed mining. This involves max enchanted picks (efficiencyV), and beacons set to hasteII and speedII It's very fast. And leaves a lot of entities around.

https://youtube.com/watch?v=VUqM2nQ5G5o

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#34

Hi guys, I'm the author of this. Going to sleep soon but happy to answer questions when I awake if you leave them here for me.

If I'm not mistaken you're using the original Minecraft's textures. I would suggest switching to something that isn't copyrighted by Mojang to avoid issues.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#35
post #23

I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. This would be a major improvement to the multi-player experience. Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. Those "fixes" will completely rid the game from "hackers". Witch…

>I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. Orebfuscator or Spigot. >Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. What? No. You can't make sure everyone moves the same way, and this would undoubtedly lead to desyncs. If…

http://fabiensanglard.net/quake3/network.php

Quake III was doing server-side calculated game state 16 years ago stupid fast for 32 players moving quickly on dial-up modems; I doubt it'd be much of a problem to do these days with even a lousy architecture for a game with much much slower movement, e.g. Minecraft.

This problem has been solved pretty well many many times before.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#36

Hi guys, I'm the author of this. Going to sleep soon but happy to answer questions when I awake if you leave them here for me.

If I'm not mistaken you're using the original Minecraft's textures. I would suggest switching to something that isn't copyrighted by Mojang to avoid issues.

Right now only the server is implemented so the images are taken using an original Minecraft client.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#37

Earlier quoted context omitted.

>I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. Orebfuscator or Spigot. >Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. What? No. You can't make sure everyone moves the same way, and this would undoubtedly lead to desyncs. If…

http://fabiensanglard.net/quake3/network.php Quake III was doing server-side calculated game state 16 years ago stupid fast for 32 players moving quickly on dial-up modems; I doubt it'd be much of a problem to do these days with even a lousy architecture for a game with much much slower movement, e.g. Minecraft. This problem has been solved pretty well many many times before.

The big difference is that the map in Minecraft is constantly changing which can in turn change players position and potential actions - Quake 3 was comparitively much simpler, more or less just a coordinate and velocity vector.

But I agree, there is no reason for Minecraft performance to be so bad when there are only 2 people on a server just mining one brick at a time!

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#38

Hi guys, I'm the author of this. Going to sleep soon but happy to answer questions when I awake if you leave them here for me.

The codebase looks beautiful! Is there a list of features that you're looking to implement, for anyone who'd like to contribute?

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#39

Earlier quoted context omitted.

>I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it. Orebfuscator or Spigot. >Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks. What? No. You can't make sure everyone moves the same way, and this would undoubtedly lead to desyncs. If…

http://fabiensanglard.net/quake3/network.php Quake III was doing server-side calculated game state 16 years ago stupid fast for 32 players moving quickly on dial-up modems; I doubt it'd be much of a problem to do these days with even a lousy architecture for a game with much much slower movement, e.g. Minecraft. This problem has been solved pretty well many many times before.

The speed of light has not improved since the days of Quake 3. Network gaming code must still be tolerant of latency up to 100 ms or more. At best, network connections today are a lot better than back then but at worst, they are as bad as they used to.

Quake 3 has also got pretty sophisticated client side prediction code to make things seem instantaneous to the players. This is much more complicated to do in Minecraft where the whole terrain may change and lots of race conditions may arise.

Network game code may seem like a solved problem but it's still a complex distributed soft real time software system where solutions are highly application specific. What works for Quake isn't necessarily good for Command and Conquer or Minecraft.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#40
Not a minecrafter but interested in what the community's thought of this interpretation: http://www.businessinsider.com/minecraft-is-microsoft-holole...

May dictate how you guys choose to build your product moving forward (you gotta love building something for fun that potentially leads to something more lucrative!)

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