Anyone interested in working on a Minecraft Pocket Edition Server?

My issues with it are a few fold:

  1. Dang near unmoddable without using the internal and remarkable slow command blocks or so, so you cannot do anything truly impressive.
  2. Did not run on Linux (last I checked at least) and as I run on linux that is a non-starter pretty immediately.
  3. The general MC community has become amazingly hostile the last few years, which is why I have left it since (I was… pretty big in the MC community up to about 2 years ago).

I still play MC, though it’s mostly the GT6 mod (which is not possible to even implement it in PE last I checked) and ones that complement it, with a few friends and my wife. Though lately we’ve been playing far more Factorio. >.>

Ask away, this was a long time ago but I remember it pretty clearly. I might have it on bitbucket or it might be on my old SVN server if I can find it in my box of hard drives again… ^.^;

Standard TCP stack built into the OTP. It was perfectly sufficient for it. I had a processor via {active, once} to receive information and dispatch it to the appropriate actors to handle specific things like chunk information updating or player state and validation or so. And to send data, well that was rather haphazardly scattered around to be honest… ^.^;

Yep. I’ve made a number of games that use noise algorithms in the past so I was quite comfortable with it by that point.

Standard noise. I used part of libnoise on the C++ side along with a lot of SSE calls to speed it up as much as I could (it got pretty dang fast) though I started by writing a noise generator in Erlang itself, that was… slow… And I optimized it as much as I could along with help on the erlang mailing list. ^.^;

If you have questions about generating good terrain with noise, feel free to ask about details. I did not do it the MC way, which has a LOT of post-processing after the initial noise generation, but rather I tried to bake it all into the noise generation directly so I did not have to store unchanged chunks (a DETS file per ‘region’, though regions did not exist at the time in normal MC).

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