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.
TrueCraft, An Open Source Implementation of Minecraft 1.7.3
51–60 of 95 posts
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#52Or let me put it differently - what's the most popular open source client?
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#53Has 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?
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#54Has 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
#55Earlier 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!
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
#56Eager to investigate modding this.
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#57Earlier 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.
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#58Earlier 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?
TrueCraft is a Minecraft implementation.
Re: TrueCraft, An Open Source Implementation of Minecraft 1.7.3
#59... In C#