• MajorHavoc@programming.dev
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    2 days ago

    Hmmm. I would be excited for these, except I already bit the bullet and switched to Luanti.

    Now that I’m spoiled by an insanely fast server, I do totally understand the desire to have a Rust Minecraft server.

    • TheRedSpade@lemmy.world
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      2 days ago

      I really want to switch to Luanti, but without equivalents to create and ae2 (at a bare minimum) I can’t see myself playing it for any significant time.

      • MajorHavoc@programming.dev
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        1 day ago

        Yeah. I’m still looking for a good answer to create. There’s a huge number of technology mods in Luanti, but I haven’t found one with the same maturity, yet. If I find one that’s close, I may fork and update it, yet.

        I think I’m most of the way to having AE2 replaced, for my needs, using Pipeworks and SWRobots.

    • qaz@lemmy.worldOP
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      2 days ago

      None of those Rust implementations are fully functional yet, so Luanti seems like a better choice if you want something fast.

      • MajorHavoc@programming.dev
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        2 days ago

        Makes sense. I know there’s some amazing Minecraft plugins that haven’t been ported to Luanti, yet - and vice-versa.

        Of course, I’m happy to be on an open solution with Luanti.

        But I might run one of these Rust Minecraft engines for a weekend to revisit an interesting plugin sometime, if they reach full stable mod support.

  • Lemmist@lemm.ee
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    3 days ago

    That’s good: it keeps them busy. You know, like Fortnight keeps crazy kids from other games.

    • Zangoose@lemmy.world
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      2 days ago

      Probably performance - the Java server takes up a lot of memory and CPU for what it does. The base implementation first started in 2011, so it wasn’t exactly designed to be multithreaded or parallelized because most games were still largely single-threaded at the time. Rewriting it from scratch in a different language probably helps with that

      • Scoopta@programming.dev
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        2 days ago

        Tbh writing a Minecraft server isn’t anywhere on my list of projects to write to learn a new language but you also aren’t wrong, just wouldn’t be what I’d choose

      • Scoopta@programming.dev
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        2 days ago

        It’s not like the Java server is slow tho, it only becomes a problem when mods are added and rust servers can’t run Java mods so it’s a moot point. Maybe if you want an insanely large number of players on a single server?

        • piccolo@sh.itjust.works
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          2 days ago

          It is slow, and a massive memory hog. Its not exactly javas fault (i mean it is to a point). Its just minecraft’s code is trash. Mods are the only thing that keeps people on using java.

        • spooky2092@lemmy.blahaj.zone
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          2 days ago

          It’s not like the Java server is slow tho, it only becomes a problem when mods are added

          Lol, the java server is dogshit slow, it just doesn’t show until you have a big enough map if you’re not running mods. I played on a semi-public server and was a mod back in the day, and wed regularly have to do world resets because it started slowing down when people got far enough away from the spawn. Hell, even with mods it doesn’t start to slow down immediately, it waits until you’ve done a lot in your world before it starts chugging like dad after work.

          • Scoopta@programming.dev
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            2 days ago

            Huh, not my experience but last time I operated a public server was beta 1.7 days. It was bukkit which I believe was a separate impl which maybe was faster? But I don’t recall having nearly that many issues, was vanilla outside of bukkit plugins though.

  • Alex@lemmy.ml
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    3 days ago

    How much game logic is in the servers? Do they need updating for every release or are things like mob behaviour and Redstone handled by the clients?

    • qaz@lemmy.worldOP
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      3 days ago

      Mob behaviour and redstone are not handled by the clients, nor are they implemented by many of these servers. Those behaviors are currently missing.