Updated Project:
An minecraft server implementation made from scratch in rust.
The code for the website is on the “site” branch on the repo.
gh copilot for inline completions
Updated Project:
An minecraft server implementation made from scratch in rust.
The code for the website is on the “site” branch on the repo.
gh copilot for inline completions
Second ship! Implemented a lot of important stuff like sending chunks as you move, fixed chatting, updated to 1.21.11, and more!
Made an proper hompage, along with basic docs
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Implemented:
And:
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Make a lot of stuff sync to reduce async overhead, cause my code had a lot of stuff that didnt need to be async. Also fixed registry order as that was unpredictable ending in chat getting messed up. Screenshot shows an example of change in one packet. Also includes some work on trying to optimize the server.
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Made some basic stuff work. Tho its still kinda broken cause the mc api keeps changing things up?? So it works on dev and not prod. But its not anything breaking, tho your ping might mess up packet order its fine just reconnect again
Made a log module that works as a drop-in replacement for all the old logging code, but also saves the logs to the logs/ folder. Also implemented breaking and placing blocks, but placing blocks is currently using stone as an placeholder. Breaking and placing blocks also modifies the chunks on the server and are saved, and will persist if you restart the server.
Create a simple site as the demo with a video and instructions on how to connect.
Site is on the “site” branch
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For this devlog i did:
So this is sadly a huge devlog, but i spent so long debugging the data packets :(
This devlog adds the following
For the next devlog im going to make sending actual blocks and just not air, which shouldnt be too hard.
Added the initial setup for saving, along with implementing player saving
Also added some of the base for chunk/world stuff
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Upgrade packets to protocol 773 (1.21.10), and temporarily remove packet 0x44 (player_info_update).
Added sending server type to client, as shown in top right.
Also implemented sending the game event indicating client should start waiting to get chunk data