Live data from Hacker News

TrueCraft, An Open Source Implementation of Minecraft 1.7.3

truecraft.io

51–60 of 95 posts

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#51

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.

As xlib said, the screenshots were taken with the official client. I have a contributor who is working on a free (as in freedom) texture pack that we can use when we start working on the client.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#53

Has anyone made a similarly licensed Minecraft 1.7.3 (or close to it) client that's worth looking at? Or let me put it differently - what's the most popular open source client?

There are no popular open source clients. Hopefully TrueCraft will become one.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#54

Has anyone made a similarly licensed Minecraft 1.7.3 (or close to it) client that's worth looking at? Or let me put it differently - what's the most popular open source client?

There are no popular open source clients. Hopefully TrueCraft will become one.

Huh - so, I'd wager that Minetest is the most popular open source thing that's KIND OF like a Minecraft client, but your point is that it's not ACTUALLY a Minecraft client, right?

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#55

Earlier quoted context omitted.

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!

> The big difference is that the map in Minecraft is constantly changing

Not quite. The map in Minecraft changes. But if you optimize the game for the "constantly changing" case, when it usually changes less than 1 block per user per 10 seconds (and even that is high), then you're going to end up with code that doesn't handle normal behavior very well.

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#57
post #38

Earlier quoted context omitted.

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

Thanks! I take pride in the quality of my code. Pick some logic you'd like to see work (example: right clicking a door will toggle the door state) and just implement it. Stop by the IRC channel to chat and we can find more things for you to do, too.

[deleted]

Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3

#58

Earlier quoted context omitted.

There are no popular open source clients. Hopefully TrueCraft will become one.

Huh - so, I'd wager that Minetest is the most popular open source thing that's KIND OF like a Minecraft client, but your point is that it's not ACTUALLY a Minecraft client, right?

Minetest is a Minecraft clone.

TrueCraft is a Minecraft implementation.

Post reply on HN