Minetest: An open source voxel game engine
minetest.net
minetest.net
Description: "A surreal dream-world where everything is possible but nothing is easy. Peaceful and Zen. Brutally obstinate. Prepare to unlearn everything you thought you knew about voxel sandbox games."
"Brutally obstinate" is right, it's pretty mystifying and I didn't get very far when I played it, but it's definitely interesting. It's like heavily modded Minecraft from another dimension. If you like a game where figuring out how to play is part of the challenge, I think you'd like Nodecore.
Delta Force images: https://tagn.wordpress.com/2013/08/07/delta-force-a-memory-o...
Delta Force video: https://youtu.be/Fnj-q3ux-Us?t=287
Played the whole game in bad quality until near the end
Best looking modern voxel games I know of are Teardown[0] and Shadows of Doubt[1].
[0]: https://store.steampowered.com/app/1167630/Teardown/
[1]: https://store.steampowered.com/app/986130/Shadows_of_Doubt/
Some mods/games even try to break out from the cubic theme, for instance "Little Lady" [2] or the "Rocks" mod [3]
It should be mentioned, though, that beyond those "extreme" cases, the MC-like voxel model is vastly easier to deal with for mod creators, and that's really a key point. That's the kind of thing a high-school kids can hack because it's Lua and PNG textures all the way.
[1] https://content.minetest.net/ [2] https://content.minetest.net/packages/Just_Visiting/littlela... [3] https://content.minetest.net/packages/Just_Visiting/rocks/
I think the reality is that in Minecraft for example, every voxel is in memory, including the 99% of them you can't see. In minecraft, a chunk is up to 16x255x16 or 65,536 voxels, and with a view distance of 10, that's 21x21 or 441 chunks loaded, with up to 28,901,376 voxels in memory.
So whatever we do to turn voxels into polygons, we're going to likely be doing it across an enormous amount of data (relative to a home computer).
(And remember, in minecraft, chunk generation occurs live too. No world pre-gen. As you walk around, the game is inventing the world 65k blocks at a time!)
Without the cuboid look.
¹ https://store.steampowered.com/app/237870/Planet_Explorers/
Still, it gives me hope that if Microsoft ever ruins Minecraft somehow, minetest should prove to be a good foundation for community-run block game.
Honestly I haven't touched Minecraft since Microsoft started enforcing "you have to have a Microsoft account". It's not ruining the game per se, and it's not an overwhelmingly burdensome thing, it has just raised the activation energy of getting back into the game enough that I haven't summoned the will yet.
Ironically, for all this trouble, at least we were able to get Minecraft running at all on Ubuntu— on a separate Windows 10 machine I couldn't get it going at all. Might try again at some point with a VM so that we can play together.
cat /proc/$(pgrep java)/cmdline | sed -e "s/\x00/ /g"
And then pasting that sucker in a script wrapped around a .desktop file and from then on only launching that. Opens just as fast as it did back in 2010 and I don't need to open the launcher unless I need to update the game or something like that.
I only play on single-player, haven't tested on multiplayer. The tokens might expire after some time and thus require you to "reseed" the command line from time to time.
This is why I f#$@ing pirate you idiot managers
If you copy the entire essence but still write the code yourself, is that not infringement?
https://en.m.wikipedia.org/wiki/Idea%E2%80%93expression_dist...
Game mechanics pretty much can't be copyrighted at all.
The developers of shadow of war has a patent on their nemesis system. It's not just an implementation detail, it's the entire concept.
https://www.ign.com/articles/wb-games-nemesis-system-patent-...
>The patent protects the "Nemesis characters, nemesis forts, social vendettas and followers in computer games."
>This encompasses a hierarchy of procedurally-generated NPCs that interact with and remember the player's actions. The patent also covers changes to the NPCs' positions in the hierarchy, as well as their appearance and behaviour, again based on the actions of the player.
but yeah software patents are a huge problem
fortunately we don't have to worry about them in this case
The concept of Tetris, in particular, is protected with copyright, patent, and trademark armor so thick that if you write a clone of the game, Henk and Alexey will sue you into a smouldering crater.
you've been able to buy cheap '9999 in 1 block game' hardware with 200 nematic pixels, preprogrammed with tetris, for at least 15 years at any import port in the world
i've written two tetris clones myself, http://canonical.org/~kragen/sw/inexorable-misc/tetris and https://gitlab.com/kragen/bubbleos/blob/master/yeso/tetris.c, and no lawsuits have yet arrived
also, minecraft is just an infiniminer clone, and there are fifty zillion clones of each of pacman, space invaders, breakout, snake, doom, and super mario
so these novel legal precedents you mention, though indeed menacing, are at least still being very narrowly applied in practice; conflicting precedents include data east v. epyx, capcom v. data east, and atari v. amusement world
even in tetris v. xio, the judge held that tetris's gameplay is not copyrightable, and the case was not appealed, so it isn't binding precedent outside that one district
also your mention of patent suggests that maybe you're not very well informed about the area; tetris came out in 01985, so any patents on inventions disclosed by the game would have had to have an application date no later than 01986 (01985 outside the usa) and, barring lemelson-style submarine patent tricks to delay issuance until 02006 or later, be expired for over a decade now
In my personal opinion, as USA has politically appointed judiciary it's hard to see copyright domain extension - eg to game mechanics - as anything other than overreach to use international treaties to protect USA business interests?
If I were the creator, I'd change the name before I'm forced to.
I don't know how you can justify this. This isn't someone being an asshole on 2b2t... this is someone destroying thousands of small servers just to be destructive.
Most recently, the outrage was over the (entirely optional!) chat moderation features on private servers, and the mindless recitation that it would lead to widespread abuse and false-positive bans. It didn't.
I can only assume it's the result of non-technical people who know _just enough_ to think they know what they're talking about parroting misinformation in discords, Twitter, YouTube comments, etc. Perhaps it's a just a younger, more impressionable audience.
There is seemingly no reasoning with them either. They will vehemently defend wild points with zero evidence, and often with evidence to the contrary readily available.
It happens on HN a lot these days too on pretty much any Big Tech related topic.
It is true however that there wasn't really the wave of false positive bans happening that the community was expecting. At least as far as I'm aware.
[1] https://www.curseforge.com/minecraft/mc-mods/no-chat-reports
Spoiler: you can't because that scenario doesn't exist. It's a FUD bandwagon argument, nothing more.
> I run a server. Chat signing isn't enabled. Upon login, the user sees a message along the lines of "chat can't be verified on this server." Reporting doesn't work. Everything else works just fine.
are you a GPT or something
1. Chat moderation is *required*, unless you modify the vanilla game. There is no toggle for it on vanilla. You can choose to not enforce it for clients connecting to your server, but if they are a vanilla client they will sign chat regardless.
2. The initial wording of the rules that could result in a permanent ban, were incredibly loose & vague, allowing for bans for things such as swearing or alcohol/drugs, regardless of player age / legal status in their countries. This was something the community was able to change through pressure and the "outrage" you belittle.
3. > ...and the mindless recitation that it would lead to widespread abuse and false-positive bans. It didn't.
The reason it didn't was that since this community has a pretty tech-savvy sub-community of modders, we pulled apart that section of the code to examine it. And what we found was horrifying from a security standpoint.
Your message is signed by you (sig psuedocode in brackets):
"Want to play a round of spleef?"(JohnCrafter) "Sure"(jahsome)
Nothing, absolutely nothing in those initial few snapshots, ties your "Sure" to the context of a spleef match, or any proceeding chat. So with a burner account, one could change it to:
"The gays sure have ruined America, they must be purged."(BurnerAccount) "Sure"(jahsome)
It took several more snapshot releases before they started to actually implement a chain of context with signing, where one could prove what you replied to, or that a report had be adulterated. Again, psuedocode for how it's signed now after the "outrage":
"Anyone selling saddles?"(TexRanger) "Want to play a round of spleef?"(JohnCrafter+saddleMessage) "Sure"(jahsome+saddleMessage+spleefMessage)
4. The planned release schedule, and the "community consultation"
Something that seems missed to the history books, is that the development cycle for this was going to be one snapshot, one pre release, then release (In total, 2 weeks for community at large to see and respond before it's live to all)
That seems, rather short compared to most other previous releases that featured such a big feature? If it was adding emojis, sure. But a signature system, and full reporting framework? Turns out, from leaks, they had consulted a very, very small subset of the community under NDA on a private discord for about a year...
And it instead took 8 weeks to be launched. Due to the above mentioned issues with both the vagueness of planned rules, and the severe holes in the implementation as well as debate over the "stigmatization" being applied to unsigned chat messages.
One should also factor in that at this time, a prominent content creator within the community died. Which is never going to go well for "emotional stability" with young fans and likely contributed to some of the vitriol thrown about.
The Java community where much of this stemmed from, also has some trust issues with Mojang/Microsoft over previous debacles such as the ownership of Bukkit, and licencing around obfuscation mappings that were presented as a "here, use these to help with modding" but licenced very much more as a "look, but don't you dare touch".
And finally, Mojang had been, having issues shall we say, with their content release schedule up to that point (tl;dr the "Caves & Cliffs" update was understandably split in two during the start of the pandemic, but then further features from it slipped to the Wild update which even before chat reporting, had it's own drama surrounding "removed content" and reasons given by Mojang for it). Mojang had "used up" a lot of community goodwill before dropping a controversial feature in.
This in no way excuses the doxxing and personal attacks/threats levelled at the employees of Mojang. It was abhorrent and detracted from getting the real issues with this release/feature, resolved.
But at the same time, claiming it was all hysterics washes away alot of the problems with how it was implemented, and the sheer lack of consideration for the optics of adding a feature quickly with little to no public consultation, on a game that has been "public" in it's development for years.
If you don't want the update, don't use it...
Staying on an old version in perpetuity is often unrealistic.
subpar in the community's eyes ("concept art is not a guarantee", while true, was worded quite poorly. And the firefly's removed because some IRL are poisonous to frogs, a mob also added in the update.. they had this same issue with chocolate cookies and parrots years back, and both of those are in the game and done in a way to educate players.. they could have just made them not eat them, and give players who search for why a mini biology lesson, as they seem to want to do extracurricular stuff about mangrove swamps already..)
And I did not dictate development cycle... I discussed how they had had issues with the preceding updates to chat reporting, compared to before caves and cliffs where feature creep/scope had not exceeded their capacity to deliver. This was certainly before chat reporting, the main gripe and meme of the community (wild update being memed as caves and cliffs part 3... Etc etc)
And then pointed out the rather concerning, expedited release schedule, for a feature was both poorly communicated, and poorly implemented both in policy vagueness and security issues. Fake security is worse than no security as it induces complacency.
> To receive any update should be lauded by the community.
Patently false, if I worked at Roblox, and updated it to mine crypto, or access the webcam so marketing could run facial emotion analysis on the players... Well that's an update to a game, why are you looking so angry?? It was a free update.
There was a para/social contract between the community and mojang, it was strained by external forces before the chat report update, and broken by it.
We see the fallout of it with the latest update, mojang are much more quiet about features than previously until they are practically finalised.
They've split the community and shown clear hostility to people who aren't using Windows. What more do you need to conclude that Microsoft is "destroying" Minecraft?
Eventually, they released a "Windows 10 Edition", based on the Bedrock code base. This version is incompatible with Linux and macOS, and can't play multiplayer with the Java client.
Later, they renamed the Java client from "Minecraft" to "Minecraft: Java Edition", and renamed "Minecraft: Windows 10 Edition" to "Minecraft". They also started railroading buyers towards this game formally known as "Minecraft: Windows 10 Edition".
As a result, the definitive version of Minecraft, the version someone gets if you just tell them to "buy Minecraft", does not work on Linux or macOS. If you're a Linux or Mac user, and you want to play Minecraft with a friend who uses Windows, you're probably going to find that their game is incompatible with yours. Because as a Linux or Mac user, you don't get to play the version branded as simply "Minecraft". You're off in your own separate world, playing the incompatible game known as "Minecraft: Java Edition".
To add insult to injury, there's nothing technically preventing the game now known as "Minecraft" from working on Linux and macOS. "Minecraft Education" is a product based on the Bedrock code base which is available on Linux (well, ChromeOS) and macOS.
Does that make it clearer?
In any case, I don't see how any of what you described could be characterized as "hostile."
If you don't see how what I described could be characterized as "hostile", you've either misunderstood something, or we have a different understanding of what "hostile" means.
Indeed.
A company takes a game that had a very lively multiplayer community, replaces the game engine that was based on software that could run on any platform as long as it supported Java to .NET where the only possible platform is Windows. Take everyone who has ever purchased the game and force them to migrate their accounts to a Microsoft account in order to continue playing, then intentionally make the two versions of the game incompatible just to force people to play a watered down "definitive edition" that still lacks many of the features that allowed the community to thrive in the first place while issuing all these updates that essentially equate to "spyware".
Yes, I think the word you are looking for is, in fact, Hostile.
(Microsoft obviously have no intention of bridging this divide, but hobbyists manage to do it for free...)
Basically, it just further solidifies Minecraft players as the first-class citizens of the community and Minecraft: Java Edition players as second-class.
This comment is a great example of doing what you accuse others of:
-- makes grand claims without evidence being presented
-- accuses others of making grand claims without evidence being presented
Whilst also pre-empting any dissent by stating that any counter-arguments are "wild", and that people who aren't on your side are deficient.
It's bad logic and bad rhetoric.
Nevertheless, it's a very troubling development and is the main source of my concern for the future of Minecraft. I find Microsoft's excuses for this system wholly unconvincing; Minecraft became the most popular game for all ages despite lacking such reporting systems for years, so obviously it isn't necessary. This reports system is another datapoint in the trend of software corporations going on authoritarian power-trips.
They're not ruining it as much as just letting it stagnate in favour of things like Story Mode, Dungeons, and Legends. If they'd put half the energy they've put into those shameless cash grabs into optimising the Java version, it would improve millions of players' daily experience. It should not require a suite of mods to get passable performance.
It’s honestly outrageous that MS thinks they should control what happens on other peoples servers.
And since I no longer had access to the email account I had used for the original purchase nine years prior, Microsoft support outright refused to even talk to me, unless I prove ownership beyond all doubt.
That I owned the email address currently linked to the account, and had played the game just a week before, and that I knew the security questions/answers wasn't proof enough for them. And yes I really KNEW all the security answers - as those were stored in my keepass.
They treated me like a criminal, and I never learned whether the game disappeared by accident, or if they removed it intentionally because some algorithm thought I got it illegitimately...
As far as I personally am concerned, they already did ruin Minecraft.
IMO they already ruined Minecraft by deciding to rewrite it and run with 2 complete seperate editions and only care about the -.NET- Bedrock one.
Java version isn't going away, as Bedrock still doesn't support many of the scenarios, and Microsoft doesn't want to lose that userbase.
Minetest, an open source infinite-world block sandbox game - https://news.ycombinator.com/item?id=22818192 - April 2020 (1 comment)
Minetest – Open source voxel game engine - https://news.ycombinator.com/item?id=18282085 - Oct 2018 (1 comment)
Minetest – A free, open-source voxel game engine and game - https://news.ycombinator.com/item?id=12670310 - Oct 2016 (54 comments)
also:
Minetest for the Web - https://news.ycombinator.com/item?id=33207408 - Oct 2022 (41 comments)
What makes games like minecraft great is the gameplay that naturally emerges from player interaction. This aspect of voxel engines should be actively pushed to the absolute limit.
People in the gaming sector tend to apply new tech to improve old overdone gameplay (like making games more hd) instead of enabling previously impossible experiences.
Instead, he sold it to Microsoft. /o\
YMMV.
At the end of the day its a video game, not firmware for someones heart implant. If it matters to anyone, they can just write their own video game.
But Minecraft is likely to be what Notch will be remembered for, yet he doesn't even own the rights to his own work anymore.
If that made him rich, it'd be one thing. But as he was already rich... was it really worth it? It might be something that torments him for the rest of his life.
This has some parallels to Palmer Luckey's Oculus sale to Facebook. We already know he regrets doing that. Some promises were already broken; FB got him really good.
It is unfortunate, but the field psychologists employed by Facebook got him to sell Oculus. Not unlike Faust and Mephistopheles.
That'd be HN front page worthy. How come I haven't heard about this?
Yeah, the usual robot DMCA fare any random project may get.
They can sue if they think they have any grounds. (tip: they actually don't)
Not quite the same thing.
The good tooling is from the community. Not majong and especially not Microsoft.
It is about the license meeting OSI's requirements, which are more or less the same as GNU's four freedoms.
The main problem with Minecraft is how Microsoft, due to Mojang's decision to sell, is at the centre.
This is such an important game to computer history, and it has such huge community. It deserves better than this.
IMHO the community is best served by alternative, actual open-source clients and servers, and it would be healthy to recreate everything Microsoft currently owns.
Minetest is one such effort. This one is from scratch.
The incremental approach is another possible route.
That's what it means for something to be open source as opposed to source-available after all.
The permissive open-source licenses (MIT, BSD, ...) let you just take the code, make whatever changes you want, package it up into some proprietary product, and sell that product. The only requirements are usually that you maintain some attribution notice. The MIT license, for example, says this: "Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software".
The copyleft licenses (GPL, LGPL, ...) lets you take the code, make whatever changes you want, package it up into some product, and sell that product; but you need to provide your product's source code to your customers.
Show me an open source license which prohibits me from taking the source code and selling a product based on it.
Theoretically you could even just take any software using any of those licenses, optionally package it up and then commercially redistribute it as is and it would not breach the license. Needless to say people probably wouldn't look at you favorably in that case though.
Video here: https://www.youtube.com/watch?v=XlNTKN4HSJQ
I would strongly recommend that anyone playing Minetest get a texture pack, basically any would do, because the stock textures do not leave a good impression.
It's been a while since I played Minecraft but I can't recall the maps being that poorly constructed.
It really distracted me from the game, to the point I stopped after just a few hours.
Rest was pretty good tho, so a shame.
and maybe some powerful tools would be nice, to efficiently build streets or dig new rivers, grow mountains, ... so you can efficiently create a map by hand, or modify a map to add or remove features.
fortunately, new map generators are being worked on, so there is hope for the future.
MineClone2 is fun if you know Minecraft and you want something ready to play immediately, but if you have a background of playing modded Minecraft, don't expect to be able to take all the cool Minetest mods and slap them over MineClone2. This means you're playing a clone of vanilla Minecraft. For many this isn't very fun anymore. You'll probably want to start from scratch and build on top of the default minetest_game to enjoy all the cool mods out there, such as df_caverns.
In the end, since I mostly play on mobile anyway, I went with this paid fork of this called MultiCraft, that's just install-and-play. It's less than a dollar (at least in my currency), and for someone who just wants a sandbox game to play casually, it turned out to be the much easier, less headache-inducing option. (I believe the PC version of MultiCraft is free to play too, you just have to compile it yourself.)
Anyone have recommendations? Nodecore looks fun, am open to others as well.
but fwiw, I just tried mineclone and at least the jumping physics were better.
In my case, when I was starting out, it was a nice way to incrementally add game features only when I was ready for them, with MTG being the base to start from. So I have a bit of a soft spot for it.
But I like the way these FOSS clones look, maybe I'll give it a shot later.
Also, screw MS. I purchased Minecraft 4 times for friends to borrow, I don't want an MS account tied to each one, nor do I have time for that hassel.
I don't know if it's possible under license but it might be able to pick up some steam if a large, for-profit mod came along.
Note that the process for making games is the same as for making mods - games are a collection of mod(ule)s.
I'll make a note about the docs being hard to find, obviously room to improve here. This page is intended to be the starting page for those interested in modding/game making, it gives an overview and links to other resources: https://dev.minetest.net/Modding_Intro
I think this is what is confusing. If you call it a game engine, I expect it to make... Games. It's just weird is all.
Server is also in Java? Requires GPU as well? Open source servers also exist? What is griefing?
No idea about any of this never played Minecraft.
Edit: Typos and open source
No federation. For either version of minecraft you have an account you register with microsoft, which among other things provides you with a UUID, allowing users to be identified and authenticated across different servers. The various UUID authentication utilities are not necessary to set up a server, they are just offered for security.
Minecraft servers store world data, NPC states, and player inventories. All server data is unique to that server (e.g players cannot take an inventory from one game server and transfer it to another, or access worlds from different servers)
There are two versions of Minecraft: Java (written in java, only available on PC) and Bedrock (available on all platforms, and also allow cross play between platforms). PC players generally prefer Java as it was the first version and supports modding. The server side of minecraft Java is also written in java. Not sure what the GPU part is referencing.
Minetest in particular is open source, by the fact that the underlying game engine can be modified to create new functionality not available in the base game. In regular Minecraft there is restriction on what exactly a Minecraft server can do and what client-side modifications can be made.
Griefing is basically trolling in game: destroying other player's buildings, repeatedly killing them in game, etc. Some server moderators will allow this, some don't.
Hope this helps :)
Bedrock its just "Minecraft" and includes all the other platforms
Usually, Minecraft is sped up by using more clever algorithms(OptiFine), not switching to different languages.
For how Minecraft has performed, in every sense (including on hand-me-down laptops of 6-year olds), java has served well. Of course, using C or C++ might have sped it up by a factor of x2-x5, but it has not been a pain point, to my knowledge.
One of the places where I believe the Minecraft code falls down hard - it allocates and deallocates tens (maybe hundreds) of MB per second. Basically the kind of "first draft you'd write before optimising things" code.
Things like OptiFine help out by (IIRC) making certain things mutable and cutting down the alloc/reallocs.
> Performancewise java actually isn't bad.
Yeah, I should probably clarify that I don't think Java itself is bad but the way Minecraft uses Java and how Microsoft have put basically zero effort into optimising things (because their cash cow - Bedrock - is written in C++) since they've owned it.
When mods like OptiFine and Sodium that are monkey-patching the bytecode can improve things greatly, it's a strong sign the base is not optimised.
By GPU I meant if server also requires some GPU but seems like from your description that it doesn't.
Thank you again for the detailed answer.
An electricity system and machines like modded mc but in a base game would be so good.