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…
TrueCraft, An Open Source Implementation of Minecraft 1.7.3
31–40 of 95 posts
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#32... In C#
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#33I 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
#34Hi 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.
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#35I 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…
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
#36Hi 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
#37Earlier 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.
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
#38Hi 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.
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#39Earlier 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.
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
#40May 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!)