me trying to understand minecraft beta
Find a file
2023-06-26 16:21:16 +01:00
.github/workflows fix a bunch more codefactor issues 2023-06-26 09:57:40 +01:00
external Add basic cave generation 2023-04-17 02:05:11 +01:00
server general cleanup + add fileSmasher to replace webpack 2023-06-26 16:16:55 +01:00
tooling fileSmasher cleanup 2023-06-26 16:21:16 +01:00
.gitignore general cleanup + add fileSmasher to replace webpack 2023-06-26 16:16:55 +01:00
.gitmodules Migrate to bufferstuff module 2023-06-22 12:43:28 +01:00
config.json lighting sort of works 2023-06-19 18:29:16 +01:00
config.ts lighting sort of works 2023-06-19 18:29:16 +01:00
console.ts fix a bunch of codefactor issues 2023-06-26 09:53:45 +01:00
funkyArray.ts WIP: Lighting 2023-05-02 08:50:49 +01:00
index.ts read config compression type as SaveCompressionType 2023-04-17 02:05:01 +01:00
LICENSE Update LICENSE 2023-04-08 20:55:05 +01:00
nibbleArray.ts wip saving to disk / chunk async 2023-04-11 07:47:56 +01:00
package-lock.json general cleanup + add fileSmasher to replace webpack 2023-06-26 16:16:55 +01:00
package.json general cleanup + add fileSmasher to replace webpack 2023-06-26 16:16:55 +01:00
README.md update README.md 2023-06-26 16:18:09 +01:00
tsconfig.json Initial TypeScript commit 2023-04-08 20:52:47 +01:00

mc-beta-server CodeFactor Node.js CI

me trying to understand minecraft beta's protocol

Implemented:

  • Basic flat terrain generation
  • Basic (top to bottom, no spread) Lighting
  • "Decent" terrain generation using OpenSimplex Noise
  • Concept of worlds
  • Chunk management (loading / unloading)
  • Cross chunk structure generation (trees, buildings, etc...)
  • World/Chunk saving to disk
  • Block breaking

WIP:

  • Entities:
    • Players

To Implement:

  • Block placement
  • Entities:
    • Items
    • Mobs
  • Inventories (player inventory, containers, etc...)
  • Sleeping in beds
  • Tile entities
  • Probably a bunch more things that i'm forgetting

Long Term:

  • Make this as fast as possible on a single thread.
  • Only use thread pools if absolutely neccesary.