Microsoft Open Sources Parts of Minecraft's Java Code (kotaku.com.au)
Four years after Microsoft acquired Minecraft developer Mojang, the company has decided to open source some of Minecraft's Java code. According to Kotaku, Microsoft and Mojang released two parts of Minecraft's Java code in library form, so that "anyone can pick them up and use them in their own game," says Lead Engineer Nathan Adams. From the report: For now, there's just the two libraries: "Brigadier," a "command parser and dispatcher"; and "DataFixerUpper," designed for "incremental building, merging and optimization of data transformations ... [to convert] the game data for Minecraft: Java Edition between different versions of the game." While the news doesn't mean much for players, it will be a boon for interested programmers and developers, keen to see the guts of Minecraft. The plan is to open source more components in the future, though no time frame is specified. For now, if you want to check out Brigadier or DataFixerUpper, both can be found on Mojang's GitHub page.
Get back to me when the full sources have been released.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I'd love to see the whole thing released, then better graphics produced so it everyone uses that instead of the crappy MS version.
You can already have better graphics. Even without modding you can change out the shaders, for example, and the textures.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Minecraft sees so primitive and shallow compared to modded Minecraft.
They should really back up a truck full of money to the mod community and get some of that code added to the main code base.
The glacial pace of current development is stunting the game.
There is a rich deep world of play out there in the modded community.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
Isn't Java practically open source by design? What has kept the unwashed masses from decompiling already?
Yeah, I wish they'd sell it to EA and then they could sell me a new version every year or so with slightly better graphics and...hopefully...ROYALE.
Strange things are afoot at the Circle-K.
It's not hard to imagine what the source is like. Take every way you know to make efficient code and do the opposite.
Only the State obtains its revenue by coercion. - Murray Rothbard
These code bases have a serious issue with readability and maintainability. They seem to frequently write massive methods with deep nesting, and not even leaving some API or class documentation for posterity.
It's the kind of gobbledygook code that I only see from freshly-graduated programmers and in competitive coding puzzles. Mojang should spend a few days to set up some static code analyzing tool like SonarQube.
Does mine test have any content, though? Like the multitude of mod packs, total conversions, and countless ctm/adventure & creative/building maps available for Minecraft?
Just in time for Oracle to screw it all up and start charging for Java licences.
"Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
Does mine test have any content, though? Like the multitude of mod packs, total conversions, and countless ctm/adventure & creative/building maps available for Minecraft?
There is nowhere near as much for minetest as there is for MC, but there are mods for it which provide most of the functionality you would expect. The big problem is the lack of players.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
You are intentionally avoiding the point.
If sales have not died down, then the condition has not been met.
I’m all for holding people accountable, but it sounds like you’re suggesting “the point” is that we should be upset at someone for NOT breaking their word. I cordially disagree and would like to suggest that you are intentionally being obtuse if you would suggest otherwise.
*clears throat*
There is a good selection of content - in the form of mods (at least a few hundred, but I can't give you an exact count), mod packs, texture packs, and what we call "sub-games", which can be anything from minor changes to a complete overhaul of the game play.
All mods/modpacks are open source, written in Lua. The engine supports acceleration via LuaJIT, and the modding API can be enhanced/expanded with libraries such as luasocket (for example, IRC for command and control, or to link several servers' chats together via a common #channel). Most mods are true FOSS, but the exact licenses naturally vary by author.
Mods run on the server (or server-process); a basic client modding API is present as well, which individual players may take advantage of if they want. Such mods are installed by the player, and only alter their client's behavior - what one player has installed has no appreciable effect on anyone else or on the server (or that's the intent of client-supplied mods anyway). Server-supplied client mods are on the engine road map. Unlike MC, players do not have to mod their clients to match a server's mods, and they are free to install any mods they want for their own, single-player use, regardless of what their favorite servers have.
If you can think of it, there's a good chance a mod exists to supply it, except that our mods can't change the engine or shaders (there's generally no need to do so in the former case, and the latter is currently a controversial topic).
There's a good selection of public game servers as well. Couple hundred at the moment on the public list (the number varies), plus however many private/unlisted ones there are.
Servers (or single-player mode) can operate in creative or survival mode, and the latter can be anywhere from easy to hardcore. Hybrid operation is possible too (i.e. some level of survival, with creative rights given to selected individuals, as the admin sees fit).
The standard Minetest package comes with a command-line server application, plus the client can be used to host a server from one of the user's local worlds (using whatever mods that world is configured to use).
The client features an in-game mini-map, and external utilities exist to generate large overviews, even interactive pan/zoom maps, such as this one on my website.
Both the engine core and the default game content (which is itself a sub-game) are under active development, though the developers would surely appreciate more contributions.
Get it from the official website or get the engine source from the official Github repository. The default sub-game comes with the package on the Minetest website, or get it from its official Github repository. Note: on both repos, the "master" branch is "unstable" development leading up to 5.0.0. Visitors will probably want the "stable-0.4" branch. Oh, and no, that's not a typo - the version scheme changed after the 0.4 series, to drop that leading zero.
Android and iOS clients exist, too, but I make no recommendations one way or another on those.
We also have an active discussion forum, which also serves as a prominent place to release new content. There's also the official Minetest content database, another place new content can be released.
Full disclosure: I'm a prominent member of the Minetest community: modder, texture pack author, and server operator (two easy survival, two creative, one nostalgic, plus a couple that I host for friends). So I'm a little biased. :-)
Note: if someone tells you to use some links other than what I gave above, disregard that person's links and claims.
Minor edit: l now they're called just "games" instead of "sub games". Meh, guess I forgot :-P
s/I now/I guess now/
oh, and it's http://forum.minetest.net./ Slashdot ate my link
False. The first demo video of Minecraft was posted May 13, 2009. Infiminer source was released May 16, 2009. Obviously Notch had been working on his code for at least a few weeks before then. As you can probably tell, 16 is greater than 13.
Unfortunately that video, "Cave game tech test" by Nizzoch (F9t3FREAZ-k) is "not available in your country". This and this seem to be re-posted copies of it. I can't watch the original via Hooktube, but at least the date and description shows:
Cave game tech test
Published by Nizzotch on Wed, 13 May 2009 17:47:26 GMT
This is a very early test of an Infiniminer clone I'm working on. It will have more resource management and materials, if I ever get around to finishing it.
It currently runs at about 700 fps for a 256x256x64 tile map.
You can follow development on my blog: http://notch.tumblr.com/
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
Microsoft's endgame
Porting it to C#/.NET?
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
Would have been even better to open source the whole thing! The Pi edition is obviously welcome but is so old as to be off-putting for young coders. It would be like offering a free version of FIFA soccer that only has goalkeepers.
Porting it to C#/.NET?
I'm about 95% sure that they will do a complete rewrite in C#/.NET and offer it only for Windows and Xbox, eventually. And then do everything they can to absolutely kill the Java version, as it will represent competition.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I don't yet meet your arbitrary criteria, but one of my favorite programming authors that I just cited on the subject of maintainable code has been programming since 1969, and dedicates chapters to explaining and demonstrating why code such as that which I linked to is a bad idea, and how easy it is to write much better code.
Get back to me when you have been coding for 50 years, and written Minecraft in Haskell. =)