#server-plugins-read-only
1 messages · Page 9 of 1
you've completely missed the joke
Ah, I thought you were one of those people who say that just to annoy others 😅
Bug tracking for mods/plugins probably 👀
Or server analytics for Hytale (I’m the guy who made Analyse, for those of you who may’ve ran it on your server in the past)
Essentials, plots/pstones/towny, perms management
it's a good chance to revive towny community
stuff like this gonna make servers so nice to play on
Yep, that's the point
also excited for the pvp in hytale and all the mods that come with it
really hate what minecraft pvp has evolved into
hit
*have a 8 year old daughter
hit again
This gameplay ? :p
let’s build a Minecraft-to-Hytale bridge plugin. What could possibly go wrong? just imagine a Steve joining your Hytale server.
Waiting to see the first "no premium" Hytale launcher
someone will need to host a dedicated server with pvp enabled XD
if you ask me cracked minecraft is 50% responsible for its success
A brief look at Hytale json files
at least here in latin america all my friends played cracked when kids, and managed to bought the game as adults
yep, me too
same
Yall is the early access available already?
Mhhh a mod with rare mount that demands specials item would be quite easy to do nice
not yet but soon
I would kill to get a configurable mount offset in minecraft
minecraft been slowly dying and becoming outdated
hytale bringing in so many features that are great
Poop?
why not
hytale needs guns otherwise it will suck i think
From what we have seen, I'm guessing that guns will be in the modding examples, but not the base survival game mode
you can easily create guns with the built in modding
but u would have to make a model if u care about that
muskets, flintlocks and cannons 🗣️ 🔥 🔥 🔥
Date will be announced at the end of next week
what language is going to be used for hytale plugins/mods?
c# client, server in java
We need a poop anchor too
oh okay, thanks
Did you not watch the gameplay release video?
Bro was blasting an Ak
Do you guys know if server's operations are gonna be single threaded or multithreaded?
Real question is if factions is going to have a comeback in hytale
I did see that the website advertised: "Ingame Scripting", which instantly makes me think of a blueprint/scratch-like system. Has there been confirmation that there will be an actual Java API for creating server plugins in this version? (I'm guessing so, since the description says Java server plugins, but still xD)
🤷
that's also what I am trying to understand
To be honest i feel it's a lot easier to have a java api endpoint than an ingame script editor
but in the end we will see when the modding blog post is released !
I'm incredibly hyped to say the least! :DD
I saw that there was a modding discord, is there a pinned message to where I can find that?
its an unofficial modding discord
Aahhh, makes sense.
you can find it at @nova shard's bio
Thank you!
Ah, hope that hytale server would be more efficient than minecraft one
And support multicore, not just single threaded server
It's been heavily implied, at minimum, by Simon on twitter.
mc isn't single threaded
Aah that's amazing! I'm also wondering if there'll be a supplied proxy (such as Velocity for MC) aswell, or if the community will have to tinker one.
It is, it uses one thread for netty server and one for tick's
Hopefully there'll be more info about that in the modding post.
I know, that's why I said it at the end of the message, was just confirming it tbh ;D
Is World Edit available?
netty stuff uses executor its not even manage by MC
but yes, tick is done in 1 thread
tick doesn't include anything liked to chunk who are also executed in executor, see net.minecraft.utils's executors
in the original trailer there was a builtin world edit
yes.
I'm not a huge fan of java as a language but json is one of my favorite scripting languages
Are there people really using nitter 🤨🤔
@nova shard's bio
Many people do on our modding discord
Thats crazy, why?
besides that minecraft requires CPU with more performance by single core instead of xeon like CPUs that usually have more undervolted cores
because ppl uses what they want?
I mean no need to login to Twitter so
hope that hytale server can scale well for that
Never said they couldn't, but I am curious as to why, whats better about it
yes, because ticking is on a thread (and chunk gen is pretty sync iirc, not an expert on that part of the game), doesn't change its not multi threaded
True, but can you not like make an random account?
That's what I do but some people don't want to so
why would anyone annoy themselve to do that when an other website can be used?
Well there was the folia project on minecraft which was able to multithread the server iirc ?
that only ticking, where it seperate in region, but other part of the game was already threaded
there is also MCMT fabric who uses executor to tick
ok ok but that's already a lot !
like the ticking is one of the thing which consume the most resources on server because of all the chunks loaded
chunk loading is the thing that consume the most ressource, thats why its threaded
In my experience it was not really but that depends on the server gameplay
When we did analysis at the time it was really the block ticking the big problem
but surely for exploration server where people moves a lot it would be loading
what tool did you use for it?
I believe it was spark at that time ? (it's been a loooong time)
by default spark only repport on the ticking thread
oh wel that would explain my reasonin :p
there's a fairly sizeable discord community for Hytale Modding where people are discussing plans for a universal API for energy
ooo, could i get an invite to that? id love to contribute
cuz fighting over energy APIs in the beginning will suck lmao
whats energy api
its in @nova shard's bio, its ofc non official
honestly don't expect me to talk a lot there, i find the discussion quite uninteresting unlike those here
BLOG IS OUT I REPEAT BLOG IS OUT
HELL YEAH
best choice
The question was asked a lot in the afternoon
its scripting think abut it like lua
lmao
It's what the Skript plugin was doing in mc for example
classical issue i believe :p
I would appreciate it if you could add something like the Atlas to the resource packages
No idea what that means!
insert xkcd framework
the post is up? but not announced D:
This I assume
idk
The idea is to have a simple text representation of a program with easy instruction that you can use
it feels a lot like programming but with a simpler syntax and functionnality to focus on the ability on people with no programming skills to do "programming like" things
AAaah okay thank you I got it
This is an amazingly useful blog post. I am quite happy about simply writing code in the language that the server itself runs in, instead of having some scripting language in between.
Grants full freedom (hopefully) without being limited
I need a plugin that show the last xkcd picture
java for server side and visual scripting nice
I like how they made it so you dont have download seperate mods when trying to play on a modded server like in mc
this is also very interesting, it means that the community can actually contribute to the server (in a similar way to Paper efforts, kind of)
thats intresting
i wonder if it will be good
Yes that's soooo cool
because it actually means we can customize the api to better suit modding
its already added no?
Yeah but its a mod
u can make any mob ridable now
Its not official
Its offically a mod
Maybe a mod you can install?
More like something you can quickly adjust based on "easily" changing the config 😄
Cant wait for the mod blog today
its already out
I cannot post a link to the blog post about modding, but it is on their website
Oh bet
CurseForge was such a poor choice in modding platforms
Wait, there is no scripting for client? Everything runs on json and java?
The blog post says such as CurseForge, so it is not their selected modding platform, just an example
I'm genuinely upset that they've gone with CurseForge as the main modding platform
it runs on java and it can be parametrized with json
They do say "such as CurseForge" but they don't mention any plans to expand that for the foreseeable future
I thought the client gets send javascript / lua or something, hmm I am looking forward to see how it works with json for the client part
The Luau part was the new engine
I think they mentioned CurseForge because its targetted at all kind of games instead of Minecraft specific
nope
We're not getting scripting languages
My guess is that it will download the jar when you connect to the server the run it client side ? or the jar is actually run by the server for every player which might be a little too costly
node one yes tho
We're getting visual scripting instead, which IMO could be better depending on how they do it
Lets go Chests for UIs
and that's actually a good thing
you should go read the blog post
Noo the client is C#
I don't think the jars would be downloaded to the client, that sounds insecure
the new blogpost is quite interesting
ah yes, remote code execution!
Oh wasnt at the Custom UI part lol
Probably similar to how Paper plugins also don't get downloaded to the client
The only thing downloaded is assets and any configuration files
Yes but the client can run java code even if it's in c#
im quite surprised they decided not to do scripting at all
Visual scripting is a form of scripting, but it's obviously not text-based
you can sandbox a jvm without problem that's actually not a so big hazard as it sounds
what would be the value ? like it's a lot of work to actually create a language for a early access
yeah i know, but its still not the best solution
the alternative being running an instance of each plugins for each player is not that great either
there is no client scripting the blog post makes that very clear, but it doesn’t need client scripting because a LOT is controlled by the server
You clearly didn't read my previous message
... thats not how it works...
Client scripting does exist, what do you mean ...?
no I didn’t
The client offers you visual scripting tools
to write code which runs on the server
The thing is that in the case the server really handle the UI of everyone, it clearly needs a way to do something similar to what i've described
Some of it will affect the client, but you're not running code that will directly affect the client beyond whatever happens within that server
... so the way mc does it?
whar
No the Ui is handled client side on mc
you just receive a packet with a description of the ui
You can modify the UI however you want
The UI is handled client-side in MC, but what happens in the UI is handled server-side
yesn't, some data are sync
slot for example
Okay NoesisGUI json with assets?
Not all of the elements on-screen depend on the server, I imagine
no idea
But here it's much more than the data, it's data and the way it's positioned, it's like sending an image to each player each tick (it's not really an image it's much lighter but you get the idea)
it really is not the same thing as mc is doing
I don’t get what we’re all yapping about
that visual scripting stuff sounds so ass lmao
honestly im very happy about no direct client mods its all such a mess in minecraft
The idea is that you have much more general packet sent by the server to the client and the mod that runs on the server can tweak the packet to do a lot of things
So actually in this situation the client do not need to execute code it just receives instruction about what to do, in a language that can describe a looooot of things.
Gonna make an unofficial readthedoc maybe 
Its for designers, developers still can use Java I guess
i know but like what is the argument here
did you read the blog post?
It would also be usefull for small thing for server, like a command which teleport at a given position or something like that
just let them cook it isn’t for people who can already code well
They're right
the visual scripting is their excuse to give us no client side scripting at all so uhm
Visual scripting's mostly for people who aren't code-savvy
not really no
yes, its said in the blog post, thats why "i guess" shouldn't be there
The no client mod thing was known for a while actually
it literally says it here
no??? they say its for security reason
nah it still runs on server
I not an expert in MC plugin (I guess it will be the same for Hytale), so how it's works to modify the game of the client without any download ?
assets are downloaded and that's prob it
they were taking about server side scripting
i hope sharders too
even if you had a scripting thing it would still had run on the server so it's not " excuse to give us no client side scripting at all"
This is what they mean
there's some things that I'm curious how are going to work, notably input handling and shaders and stuff
The client downloads assets from the server which tells the client how to behave, how to modify mobs etc
It's a really old trailer with an unfinished game
I really don't know, same thing with the UI, i don't understand what the client will know of exactly
guys if you really want scripting support just like.. make it
there’s so many good scripting language options on jvm like groovy, kotlin scripts, jruby
it wouldn’t be that hard to make a plugin for it
"Programmers are more productive when they stay in a programming language (Java/C#)"
Summary of the new blog post for Server Owners:
- Server .jar plugin support at launch
- Official server coming post-launch with Hypixel minigames, not meant to compete with community servers
- Server source code available 2 months after release; unobfuscated, easy to decompile code accessible in the meantime
- GitBook documentation in progress
from what i understand, those 3
Skript 😏
NO
yes, its explicitly said its in it, so why did you say "i guess"?
TL;DR:
- Java for logic
- JSON for data
- Visual scripting later down the line for non-programmers
- All server-side and necessary (visual) assets seamlessly transferred to clients
nothing more nothing less
Idk, was a bit unsure?
I cannot imagine a large project with visual scripting. Does sound harder than just using a language. Good luck getting a good structure into that sht.
Does anyone has expirience with the unreal node system? Does AI work in there as good as text based? Idk why people would still want a visual node system now with AI
yes i understand the asset things but like is the UI really an asset ? then does it mean you can't put arbitrary things on it ?
input handlers are also a great question
Without bashing scripting languages too much (they have their own purpose), I don't understand the fuss about a lack of a scripting language. As the blog post states: you still have to learn a language if you want to learn a scripting language. Scripting languages might be somewhat "easier" than languages like Java, but you still gotto learn the language. Might as well learn a language like Java (or better: Kotlin) which might have applications outside of Hytale should you be interested in pursuing that path.
we can't know but my guess it you would be able to change them
I think a big point is server side modding is a focus for them and we’ll be able to modify almost anything server side! And that client side modding won’t be accessible
Wasn't the game rewritten in C++? Why are we back to Java?
They switched to legacy engine, because the new engine isnt ready for anything
My question is quite technical more than practical i know it will be possible but i'm really interested in how they architectured it
yes, see the "hytale is save" post
The client is in c#, the server run Java code
same but its unlikely to know before we have the game
The client is C# thats not C++
Client is C#... all the "fancy" C++ engine stuff got thrown out
Client is C#
ups
wellll that's the same thing really :3
Same letter, different symbols, right
what lmao
(no you're right i did not think about it too much when writing my message sorry guys)
it's like Java and Javascript... one and the same... right!... right? (sarcasm)
Imagine if I create a mod/plugin (don't know which to use) where I add an item that don't exists (whatever, a lollipop).
With a client mod, the jar file contains my 3d model, texture, etc (=> called asset) and code logic.
With a server plugin, the client automatically download asset and the server run the code logic.
I'm asking, don't sure how it's works.
I bet there will be re-implementation of the server before the game is out for a year
The game would be so much more optimized in C++ but alright, we can work with Java
DINO RIDING
Both are bad languages to my eyes :p
Hell na
not how it works
:3
just stop please
Well, it actually does work this way. C++ you have much more control over how to optimize things. Java restricts you on how to access/mutate data
- you create your 3D models, textures and logic... stuff it to a jar file on the server
- when client joins the server they will download visual assets to the client side and some metadata like "hey this mesh and this texture is block with ID "store" "
- and then all the logic is handled on the server... and client is just like "hey, I placked a block" a server does the logic
honestly based, all real devs code in assembly (/s ofc)
The server code running java is really not that big of an issue, the main problem with java is the garbage collection
If the java code do not handle things that move a lot in memory (entity loading for example) then it should be fine
and again java in itself is slow yes, but minecraft was not really well made so it's hard to compare
assembly? I set the bits directly!
is hytale now on c++ or going back to java?
back on java for server and C# for (unmodable) client
- Plugins are server sided modding, you can use them interchangeably for Hytale, for Minecraft it would’ve been a bit confusing
- You use JSON assets to create an item definition, and your Java mod will have logic and functionality. In short, Java is for logic, json/assets is for visuals/data
Java is not necessarily slow though, it often ranks pretty high in performance. Sure it's no C or Rust, but it certainly is no JavaScript either
C# works in a similar fashion to Java
^^ (joke apart i believe that both are bad languages for a lot of different reasons)
Or well, the JVM I should say, Java is just a language
never said otherwise ?
Server hosting seems like it will be very expensive with all modding being server side
On MC, plugin are very limited, why this will be different for Hytale
Has there been any mention of how many concurrent connections a server can handle? Or any other networking type stuff?
Well not exactly thrown out... They probably have the source code of the new engine and maybe will be taking parts of that code to the old engine (ideas rewritten from C++ to C#)
that's one of the thing i'm worried about
No its going to be cheap
Not that much
Modern JVMs are actually faster than C++ in some cases too! JVM is not slow. Either way the speed difference is negligible though
i mean you can optimze every language but java comes with really annoying design choices.
well, hytale has official mod support... and main focus was to have all server-side rahter than client side
Like what?
official plugin support*
On that part we can agree but like C++ is a great demonstration of poor design choise also ^^
Do you have an actual source or reasoning for why you think this?
For a classic game server, you really won't notice that much of a difference in performance between Java and C++. Java might be slower, but C++ harder to maintain.
as long as they provide a fast-dl support for the assets it should be fine for your actual gameserver
one and the same... mod and plugin can be used interchangeable in this case
That is 100% correct
But c++ has the best mascot
soooo many incompetent client devs are coming from this because of the game being in java
Can confirm. I'll host site with over 2k requests per second and it's written with java 
Every language can be slow... same as every language can be fast... depends on how stupid is the person writing the code...
THIS IS WHAT I HAVE BEEN SAYING BUT NOBODY BELIEVED ME.
nope, mod can change how the code acts while plugin are part of code that can dynamicly be executed
everyone belived you tho?
well that's normal architecure ?
Ahh as expected, indeed
It’s the same in MC too technically. You spin up a local lan server for single player
HEY LOOK.
nothing unexpected there... maybe for AI script kiddies who don't know anything other than what pappa AI tells them
Same as MC
And that why, it's a multiplayer tab even when Simon show a gameplay solo
anyone knows if there will be voip support?
hope the game turns out great. Have a feeling that they rushed it the past month 😛
Pretty sure not
C# doesnt make the client unmoddable, infact it will be just as easy because you can use a tool like ilspy to decompile the game and then recompile it after fixing some erros, there also exists detour hooks like with monomod
it will, not when beta release
thats also the problem if we cant add client side scripts, we could easily add voip over teamspeak if we had client side scripts for example
not really gmod style... it's the standard way of doing this where multiplayer is the primary component... even freaking unreal does that under the hood
yeah but no, it will be using harminy libs so multipe mod can be loaded
send sound file play sound file in a stream ?
well, I meant it in genreal sense... you can obviously disassemble C# and do hooks etc... but why bother... + if they're going to add anti-cheat you're just going to get bonked
cant wait to see: 14 mod packs loaded.
It would be really unwise to add a anticheat client side
i think they stripped that away..
i somehow doubt they will do a client side anticheat, but idk we will see
Yes but it would open so much more problem, like apart from that (which Simon said was an interesting thing to add) what is the point of modifying the client ?
cause i remember there was an anti-cheat section.. that's now gone.
Do we know yet what the API for Java plugins will be like? Or have they not said anything yet?
and why would that be... for primarly multiplayer game, etc... it makes sense... and by anti-cheat I don't mean kernel-level anti-cheat or anything like that
VOIP like soren said
- your server wouldnt have to handle as many things if you can do simple stuff in client
- endless options like voip, client side anticheats written by the server owners and so on
imo client-side will be obfuscated and will have some form of anti-tamper inside of it... maybe not right now, but later down the lines it for sure will
Who said it is primarly multiplayer ?
Off the top of my head: Optimization mods if the game doesn't run too well on low end systems and hand-tailored/general accessibility mods for those who are disabled
Yes but then every player would need to change client to join differnt server
client side anticheat for a game with no really competitive game is a bloatware imo
i would hope it is obfuscated lol, idk about anti tamper, but maybe
anyways yeah ur right its all speculation
indeed
Optimization mods are a must in minecraft because the game is badly done
no? you can obv load client side scripts dynamically just like all the multiplayer mods for gta do?
but then you need to differentiate between two types of mods/plugins things
Will the servers are multi-thread comp. or single thread?
there are no client-side scripts... all the logic is done on the server and you only interact via RPCs like "Open UI X" "user click on item Y" etc.
meh
rendering sure but they are fixing it in latest version
i think multi but i dunno
Do we know yet what the API for Java plugins will be like? Or have they not said anything yet?
I'd expect multithreaded for scalability etc.... but who knows
i can assure you whatever concern you have: they solved it
we can't know
but it probably be like mc, aka multi
Sure but we dont know the specs for hytale yet, if it cannot run on idk 8th gen Intel internal graphics then a lot of people are gonna have a hard time running it
Oh and vanilla minecraft generally runs fine on low end hardware, just not with mods
it doesn't change the fact that the core of minecraft is not really clean
but yeah i'm hoping they will fix it in the long run
single threaded would be really dump
they should've made hytale in assembly, lowkey
they havesaid that they're working on documentation (read the blog post they made) it's not ready yet but it will be
mc servers are mostly single
no its pretty good?
then the game would not run on everycomputer depending on the processor :p
(that's a bit of exageration)
nightmare
nope
you just only see the part that run on a single core but i can assure you its multi
Thanks buddy, my english is not good so maybe i haven’t read that part
hytale modding finally gonna give me a creative outlet lessgooo
The lighting system for example is really bad, and it's a thing that cause a lot of lag client side, i don't know if they've fixed in the latest version
fixed since 1.20
client lag spike was fixed in version even before, 1.20 was server side light
would be great for performance tho
here, relevant snippet from the blogpost
Yeah great idea, let's delay it another 7 years
@feral oyster are u a dev, modder, or what, im curious
not so sure x) it's hard to write assembly :p
LMAOO
There a cross platform assemblers. Or they could use LLVM
ticking happens on one thread but some things are multithreaded like io and chunk loading and maybe pathfinding? I don't remember
that's the exageration part of my message
So glad to see that mods and plugins are one item and not separate like in Minecraft meaning they can coexist in the same world.
It would just take ages to develop
usually it's hard to write low-level stuff that works on every platform (even more if you want it the long run to support different systems)
I'm a programmer with 15+ years of experience in gamedev, programming, devops etc... though I have no official or unofficial connection to hytale... and all I have is just plain old common sense and years of experience
I believe they just split rendering too
path is on the ticking thread so its only 1 iirc (not an expert on that part)
but almost everything linked to chunk is multi threaded because of how heavy it is so ppl doesn't notice how heavy it actually is
??? when did they change that
yup, idk how chris sawyer coded roller coaster tycoon all by himself 😭
ah yeah that makes sense, im just some uni student lol
because I mod for 1.21.1 and chunks are absolutely all ticked on the same thread
yeah bro i was jk
idk
again not an expert on that the path find og the game
other time, other skills
AYYYYY
Those were the fun days lol 😄 😄
chunk ticking mean ticking things that are inside chunk, its not releated to chunk
you may be thinking of folia then
ive been looking for some kind of ugc space to do and im hoping hytale modding is the one
i expect it to be comparable to Paper, but more modern. Since the developers probably know spigot api well, they probably tend to design it similar. But let's see. There will be a lot of other concepts in play tho.
not really "other skills" as even at that time, games used to be coded in C. he's a literal game dev god
nope, i barly have look at folia code anyway
and yes, when I say chunk ticking I mean things in the chunk are ticked on the same thread
if you can show me the code that dispatches it on other threads that'd be lovely but I'm like 99% sure it's not
holy you really searched for this message just to say “told you so” 😂
good job brother. proud of ya.
Oh logical servers like in Minecraft, nice
yeah no, ticking is done on a single thread
but the management of chunks (including gen, light, IO, ect) is an heavy part and its threaded
the first games were created before the C language
so for a long time people used low level language (basic or assembly from what i know)
when C was created it made sense to switch but people were still learning at that time how to code in low level language
nowadays it's not that big of a deal for most computer science cursus
oh yeah i was gonna ask what happened to the c++ client they were talking about a few years back, i live under a rock :)
yeah
not production ready so they canned it 💔
did they just scrap it
just came back and theres a blog post???
also, never said i “didn’t believe you”, i simply said it could work differently, and that you were using minecraft as a reference for where your info came from
i'm talking about late '90s though
You forget pascal and lisp, they were both high level and existed before C. We knew how to do high level coding at least since the first lisp interpreter was made in the 50s
even then i stand by my claim ^^^
in my country in the begginning of the 90s people were still learning assembly
Oh yes sorry i didn't pretend C was the first "high" level language !
i mean i'm learning it too, but that's just because i love low level programmng
damn we need a hytale touhou mod icl
someone will do it
pretty sure it'll be one of the first mods out there... other than bad apple itself
yeah bro just dodge
give it a week
i wanna see what hytales system for spells is like and build off that a la irons spells and spellbooks
yes but at that time it was part of a good computer science cursus
in the university i work i don't belive they see it more than during a semestrer
Well it ain't about learning to code. Its about everything else lol
I'll code bedwars
it made sense at the time to learn it, since computers weren't nearly as powerful as what we have today, and the storages were TINY
Yes of course !
That's why i spoke about "other skills"
It skills that were usefull and accessible at that time and that are no longer usefull and accessible (for the greater part)
that was literraly my point all along p:
yeah sorry i dragged it a bit
dw
In the Uni where i am from there is a module for programming introduction but after that there are close to none.
i love talking about programming, even though i'm not good at it
you mean low level stuff ? that's not so surprising
Use Hytale as a medium to get good!
so, no kotlin support?
Kotlin is JVM
and that's actually pretty good
would be useless to make everyone learn that
understand what is it yes, being able to code in assembly no
You can use Kotlin wherever you use the JVM
It’ll work by default, it’s still gonna be a jar
Not particular about low level i mean more like low level programming. Most of the modules a Informatics theory and math.
Nah it's not so bad. I use Kotlin almost exclusively to write plugins for MC, even though all the APIs are in Java
yes normal that's more transferable skills
you are better than most, most cannot code at all. So you're doing great 
i like making little console apps and games, i tried game dev once but i just don't have the artistc skills for it
I can't really compare (the school i studied is well know for it's theoretical aspect)
I was referencing how they had a friends list, that they said would allow them to join ur world from anywhere.
i think the trick with artistic stuff is to just get reps. thats what I want to do more off when I start messing with hytale modding
Eyo Dwarf Fortress is fire
That’s why modding is so great! You can skip the art and assets if you want, and just use what’s in the game to bring your idea to life 🙂
you know beign good as programming does not mean a lot
i don't believe i'm that good but i've got a heavy background in theoretical stuff and i did a lot of programming in the past
i'm more carried away by my theoretical knownledge nowadays
gotcha, yeah this is a must, port-forwarding is like rocket science to half these kids
not THAT complex...
it helps a lot that the focus with modding software is also to get stuff out quick, the quick loading of changes reminds me a lot of when I tried messing with s&box
They use UPnP with NAT punchthrough as backup
I've had more experience with Java and I don't want to mess with it again, Kotlin seems better
yeah, godsend, esp the punchthrough
im warming up to kotlin, and so long as theres no weird workaround to get it working on hytale i think ill stick wit it
It’s not necessarily better or worse really, it’s about preference. And again, I say all beginner programmers should start with Java before Kotlin
some syntax oop specifics im not fully wrapped around yet, but im getting there
it's funny how everyone use this metaphor but how this metaphor was proven wrong so many times :x
Yeah, but I still somehow love programming in Java. It hooks me xD
i think the problem with kotlin is that it is to closed to jetbrains ecosystem
that's actually a dangerous statement ^^
Shouldn't need to be a weird workaround. Usually it's as simple as adding the Kotlin plugin to your Gradle files (or Maven, if you use that), and then you are good to go. In the end, it compiles down to the Java Class files
i wasnt being serious
Very impressed with the technical direction in the blog, looks like how Minecraft should've been all along more or less from an architecture perspective
A game made by people who understand modding ig lol
oh yeah thats another interesting bit, is there ANY info at all of a forced IDE like vs or somethin?
i need to be good at it though, since i'm talking with my teachers about doing a cyber security stage with my school
Yeah theres literally no good kotlin LSPs out there except jetbrains
Someone has to make a good one someday though, maybe a fork of jdtls
i mean considering what simons tryna do i doubt there will be
and i wasn't critizing you specifically ^^
no why would there be
Kotlin is open-source
Visual language suprised me
👍
I must be not so bad at it cause i work to teach it to other ^^
didnt think so, but no reason to ask i suppose
You can run into dependency incompatibilities if multiple jars on the classpath provide multiple different versions of the same library (kotlin stdlib, etc). That can be circumvented through platform-level classloader isolation, or plugin-level relocation. We don't know how the classloading mechanism in hytale will work so it's too early to say. But that's a pretty niche issue and unlikely to cause issues for most developers.
jea but somehow every kotlin dev ends up using products by jetbrains 
i have the creativity and ideas, just not the skills to make assets, yet
Nowadays when you shadow in some library, you relocate it to your own package / namespace to prevent this
but they are actually great tho
Kotlin tooling outside jetbrains is lacking, probably because IDEAs implementation is so good. Id just rather use my usual editor rather than a jetbrains editor
yeah, you can argue that minecraft was born a indie game, so nobody thought about doing all this, but let's be honest if they cared about modding community that is just how things should've been
Same with C#
Using C# with VSCode or any code editor is crazy, only Rider and Visual Studio can provide a good experience imo
"nowadays" isn't that accurate, that isn't a new concept
No, it's just Java and JSON so you can use anything you want. For NoesisGUI you will probably want to use Noesis Studio though...
Of course. With Bedrock they had a chance to fix it and decided to torpedo it instead
Where does this come from ? I thought friendlist were not going to be implemented on day 1.
I guess "nowadays" makes it sound like something recent, indeed, it is not
Someone needs to create a raytracing mod
i studied a lot about memory management and networking for this
but i don't feel like i know enough to impress people
so noesis is what hytale is gonna use for UI stuff it sounds like? never heard of it
Actually hard disagree, csharp-ls is surprisingly good. I set up a good config with emacs and I'd rather use it than rider
I actually never learned anything about cybersecurity stuff but it must be really funny !
got some friends who went into that direction and they seems to like it a lot
BlockBench is achievable to learn. It is not as complicated as blender.
that is miles beyond rn, knowing what little i know about graphics programming
😭 Emacs
Blockbench's amazing for Hytale tbf
They have 2 other ui systems partially implemented but are working on moving everything over to Neosis since it's more powerful and easier to edit
though someone will 100% make one, i imagine more specific stuff with shaders later down the line
that's not the important matter ^^
(even though sometime i'd want to impress people but uh i just don't do the right kind of work for that)
it's very fun, even though my dream has always been game dev
Emacs is awesome though, it does what I want it to do and I can easily extend it.
i kinda learned how blender as a tool works, i'm just bad at modeling 😭
I had never touched Blockbench before, and was able to work on simple models and skins for Minecraft just by looking around a bit.
blockbench seems like alot of fun
Shaders are really nice to play with!
I didn't noticed it before, but your pfp is the mascot of KDE? Based
what work do you do?
I'd say its a easy to learn hard to master situation? For Blockbench, because you can get quite complex with it, especially with some plugins.
I really like that they plan on allowing pull requests
I'm doing research in computer science education, my work is mainly to design and evaluate tool to better teach / learn computer science ^^ (i'm still just an intern but I've already published my first paper (it's nothing but i'm a little bit proud of that :3))
Hell yea what is it about ?
I really want to know how the "shared source" license looks first. If its like the valve source SDK its fine but, hearing shared source gives me Microsoft flashbacks and their ss model has been so binding they could basically sue you as soon as you looked at the code
oh that sounds so cool, will you be able to send me the paper? i'm lowkey intrested
:3
I hope for a beer licence derivat
Not sure i want to publicly dox myself there ^^
my second internship was about the creation of some tool to learn computer science through image composition in an online environment
this internship is about an interface for math student to write proofs on the machine in natural language and have a proof checker run on that (not computer science but still education, and actually could be used by cs people)
does anyone know what this thing in the launcher they showcased is?
im thinking its a CDN selector..
Ah sorry i did not mean the exact title more like the direction
My assumption is username
username/account managment?
Sounds like randomly generated username...
it follows the usual spec of {NameA}{NameB}{Numbers}
ohh ok
Is my answer enough, if you want to chat about that my dms are open :p
AI ?
Would be cool if they added multiple CDN downloaders... so one doesnt get overwehlemed
which part ?
Account management
TribalOxide goes kinda hard though for a randomly generated name
they'll probably use S3 for storage
i aint got a clue what a S3 is tbh
"write proofs on the machine in natural language and have a proof checker run on"
oh no nothing use ai inside that
Maybe AWS ?
there's a similar project done by a german team who used ai
Amazaon S3 is a object storage... i.e. you just upload data to Amazon and don't care about disk space or performance... you just pay AWS to host things for you
S3 is a tool created to burn money without realizing
Oh ok thanks for the info
But it is so expensive 🥹
Indeed... "Simple Storage Service (that will suck all your money)" - as anything that amazon provides
It sounds like a good use case for NLP
well yes, they could use other storage providers like cloudflare that have their own S3 compatible implementations etc... but at the end of the day, it's unlikely they'll spin up their own datacenter to host hytale
oh dang wait a minute
Maybe Hypixel got some spare bare metal laying around
That is true. Well they come from the MC Server buisness they will probably end at hetzner or something like you said.
yes and no
because you always have the problem in eu with the rgpd (the system is purely frontend only, which is a bit of a headache but works)
we also want to be able to display meaningfull error message and have repeatable outcomes which is not really possible with nlp
Object storage via Backblaze is the way
Object storage via this random HDD I found in a 15 year old PC is the way to go for secure and reliable storage /jk
felt i have 8tb in linux isos on decade old hdds
(yikes about the recent CF downtime) but we're a CF R2 sorta storage, cost is nothing and its easy to add into Workers, CDN etc.
I think you can make it repeatable. NLP is more than just LLM.
Or cloudflare's S3 alternative, iiric they also don't charge egress fees... but hey at the end of the day it'll be some form of object storage simply because presigned URLs for downloads (since hytale will be paid) and/or patching is easy to do that way... and hosting in cloud provides distributed CDN and scalability
i moved away from cloudflare, i'm almost fully selfhosted at this point
I'm fully self-hosting but at the same time I'm not hosting something on a scale of hytale lol
I only really started with CF R2 etc because they gave us $250k worth of credits for free, good way to try out all the products!
I imagine that Hytale will be fully powered on Microsoft Azure to help Microsoft pay the bills for Minecraft's infrastructure.
facts i honestly didnt know the context of convo LOL
Les go shared proccessing 😂
neither do I lol... and pretty sure nobody else does too
backblaze goated tho if yall need pc backups frfr
it's hard to lead coherent discussion in this storm of people of varying skill levels and opinions
(Didn't knew how well you knew about the subject sorry) yeah effectively we could have gone with some NLP frameworks but i decided not to cause i didn't knew them enough to use them (even though i've assisted to a conference about one) and for our situation it's not that big of a mess to parse because we also want to teach students ways to write math (so we use the fact that the available tactics are limited to make them think about the wording of what they write)
Guys, in your opinion what is Slikey meaning when he says that Hytale will use a visual language? Something like Scratch?
There are like 3 different conversations taking place in one chat, and somehow it kinda works?
they say something akin to Unreals' blueprint system... i.e. connecting nodes together with "spagetti" lines
moreso in the context of Unreal Bluepritns
(and none of the 3 conversations are about Java server plugins atm hah)
or blender texturing LOL
we need BOEHMOD TO BRING BACK DECIMINATION
something similar to this - source... the blog post
obviously this is world-gen related... but same concept applies
So like a flow chart?
All good 😂 . Is the proofing system like a big state machine or did you use other methods to determine the value of the proofs?
Im thinking of developing an "Essentials" like plugin for hytale:
I don't think there was ever any single convo about that for more than few messages 😄 😄 hopefully it'll get better once there's something tangible to speak aboout (i.e. docs) etc.
you could say that
How are they different?
Yes
The proof is translated to the rocq proof assistant
The natural language is parsed "by hand" with a custom parser implementation that i should clearly define theorically at some point
what different to what?
Any opinions on this?
I'd recommend checking out "unreal blueprint" for some closer references, as blueprints are actually visual scripting language used in unreal engine, so it will provide you better look at what hytale might get one day
Is there any difference between a flow chart and what they're proposing?
just please dear god make the formatting prettier
tired of using essentials and it being ugly as hell until i do sum abt it
Unsure what utils Hytale will provide by default. But based idea, you could also consider adding more qol like homes, tpa, tp (for staff) and stuff
I'd probably first wait and see what Hytale ships with by default.
Ok thanks
You have pre defined Input and Outputs and can only connect nodes when they have the correct inputs and outputs
its just brainstorming ideas is all.. nothing official. yeah we gotta see how things work.
if I'll be real nitpick then... visually not really although probbly... behind the scenes 100% ... flow chart is just a chart... meanwhile this will be a thing that does something 😄 😄
Ok so you have to study what each node needs in input and output but for the rest is similar
There are some languages where you can program with flowchart
That sounds really cool. I am not that versed in math but programming is something i do regularly. Did you mean by natural language normal math symbols or actual language like "one plus one equals two"
What language or technology would I need to learn if I want to create add-ons for Hytale?
as the name suggests it's a visual SCRIPTING... so instead of SCRIPTING/programming using code, you are putting together logical blocks of functionality...
For example you have a node that does "Move Object" or "Rotate object"... you connect the inputs of "This is my object" and "This is how much" and it will do the things
Java.
java
actually we parse inline latex math, we parse sentence like "Let $x$ in $\mathbb{R}$" and we've got a UI to enable easy writing of latex code
Yes normally there a like generator nodes that generate a certain output and through other nodes you can change the signal and in the end connect it to objects in the world itself.
Ahhh nice. Good old latex.
Ok, that's pretty cool. I'll hope they do a great job because I can imagine that this thing is beautiful or your worst nightmare
uh i think they mis worded the post XD they said theyre putting the tools out today? is that true?
Compiler errors in my documentation lol
Hey guys! I’m experimenting with creating some prototype minigame systems in Hytale once tools drop and the game is available.
Right now I’m trying to understand what a realistic team size looks like for building systems + maps. Im a solo dev with 3 builder lol.
Is anyone else here planning similar projects or interested in discussing technical approaches for larger-scale server ideas?
no they are not... the only date that was mentioned was "22st" (god knows if they meant 21st or 22nd) and that's only for AMA in #discussion
Ok, thank you and @feral oyster for the exhaustive explanation
unless I'm missing something
I don’t think team size matters at the start. It’s more about dedication. A solo dev can create a whole mini game and have it be successful with no team at all.
Then you can ramp up if you see interest/when you need it
They said they will publish the price this week and the release date next one. I read nothing about tools
Blog post check #announcements
If you want to try it before the launch you could play arround with blender or unreal engine node system.
yeah, im trying to create an entire gamemiode type with comptitive pvp and clan systems and economy... so i actually have a robust system... im also going to be desiging a AI powered boss with my team XD for world events.
Right now I'm tripping over BlockBench
Yeah i know, I develop my mc server as a solo dev, but hytale is gonna be a free canvas, and I think speed matters, especially when building more than 1 minigame.
so i plan to go deep on server side stuff lmao
Good luck 😄
thats why im clarifying cus if so where is the downloads haha
asides for block bench obv
No tools coming out today, just the blogpost
aw the gitbook page is set to private for now
I tried that too haha
The header of that section just means “Here’s what’s available already.” not “Tools are out! Go go go”
Which page?
hytale gitbook io
That’s a good point, but why not focus on one minigame and make it really good and keep updating it?
Yeah probably thats gonna be the main goal, not sure what yet, this is gonna be a lot more than minecraft, so simple 1:1 copy of minecraft minigames like skywars or bedwars wont cut it. Especially that u can customize almost everything.
Given the mobility Hytale offers with weapons like daggers, it's likely that maps for modes like Skywars or Bedwars will need to be larger.
does anyone has idea for question during the AMA?
Yo guys, someone already knows if the players will be associated to an UUID? Most probably, right?
has to be yeah
might not be Java's java.util.UUID datastructure, but for sure some sort of guaranteed unique identifier
Hello! Just hopped into the channel to avoid the spam of messages in most channels.
A few already asked about a suggestion thread channel in the discord. I was wanting to know if it's possible at some point to have one up for the community, they'd be labeled as suggestions, but i see it as a better way to store and show information, suggestions, concepts from one community member to another. While being able to keep all the messages about that topic within a instanced channel/thread.
This just allows us as modders/community members to communicate to each other more effectively and not to clutter the other text channels.
Below are a few listed things i'd do while setting up the thread channel.
- Make sure in rules of making a thread/description of the thread indicate that even though this is a suggestion form you all may not be able to respond to every suggestion as the team is busy working on hytale, but will do their best to respond when there is time to do so.
- Set the thread channel to a slow repsonse/timed chat so people can not spam suggestion threads and also to prevent threads being filled with message allowing the community member time to digest and read over the chats in these threads.
Hey everyone!
I’m looking for people who might be interested in working together—over the time it takes—to create an MMORPG server on Hytale in the coming years.
I’m not the best at English or development, but I have a lot of ideas, especially for MMO-style gameplay!
With a strong community, ambition, and a dedicated team, I truly believe we could turn Hytale into a serious competitor to games like WoW.
If everyone puts in the effort, we can achieve something huge.
So, are you interested in joining the adventure?
I wouldn't mind hearing you out or to see what vision you have it. Though I'd also want to know what you will bring to the team.
Also! You are all good on your english. I think that as long as one can communicate in some form of way like text. It should be just fine ^.^
I am with Braisen, would love to see too. I am programmer
I think it’s too early for all that. I’m probably getting ahead of myself, because after waiting 7 years, I’m just so excited to finally play.
Ayy look at that another! An a programmer? What do you enjoy developing or working on?
I fill the role of a facilitator/project manager when it comes to these things.
I’ve been trying to learn things like development and 3D modeling, but I’m mostly strong in game design — I’ve always come up with ideas for stuff in Minecraft, and I have a pretty big imagination. So I’d say that, at this point, I’d be more of a game designer.
No worries! If you ever get something a bit more fleshed out and wanna reach out to folk again about starting up a team i'm sure we'll all be around and if not there will be plenty more takers.
Yeah, thanks. I just think that if Hytale doesn’t flop, it will probably be one of the biggest Minecraft-style sandbox games.
@agile drum from 'archived' to 'active' and a new pfp, I see you 👀👀👀
Vintage Story made hundreds of thousands of dollars just this year from Itch, and that number is public because that's how much they are holding from the VS devs
I am mostly a Unity developer, but i have been learning how to do mods for minecraft.
Quite the downgrade going from c# to java lmao
Not downgrade at all
Why do people just throw stuff around about Java. There’s literally nothing wrong with Java it’s an industry standard language that’s evolving and staying modern, fast and safe
eh comparing c# with java in 2025 shows that java is still missing quite a few things
Explain?
Hi, everyone! Cant wait to build some cool mods where I'd get to create and control NPCs
I'm sure it won't flop! The moment they mentioned their focus was for the modder's when it comes to early access. I think shows their understand of how effective the community can affect the success of a game for the long run.
I'd also like to say for a server trying to surpass wow. I'd take steps into developing it into a better version of wynncraft that exists on minecraft as is and then go after a bigger one.
Ohh alright! What games did you mod for? An how do you find the expirence coming from that to minecraft?
take asynchronous control flows for example, C# does this very well with async/await, but in java you gotta do some real weird stuff
or no getter/setters in java, pretty annoying aswell
No getters/setters…? what?
That's probably because C# is more beginner-friendly.
i wouldn't say that, you can fully mod java unlike c#
Will there be some kind of documentation soon for the game's code and for modding or is it already out
yeah like properties, while in c# you could define a property with a getter and setter, in java you have to implement methods (getXyz() and setXyz(value))
they made a blog about modding recently
I think we should rewrite hytale in rust
but going from C# to Java isnt as bad as going from TypeScript to PHP so chill, its just a slight syntactical downgrade
I think it refers to the typical { get; set; } of C#
of course you can mod c#, unity games are moddable day 1 because its so easy to decompile and inject code
Haha, wow that was fast! Don't read too much into it though. I think it's unlikely that I'd be able to return - the team has to stay lean and fast. Keeping my eyes peeled though!
come on, that's basic stuff and just slightly less convenient, you can't complain about that
I get the built in methods are nice in C# and makes life easier/cleaner, but Java is definitely not lacking in that regard.
We’ve had Lombok for years and we don’t have to do weird stuff to achieve multi threading in Java, it just solves it differently than C# does
Got my sniffers everywhere, im praying for you tho! Best of luck
downgrade is a downgrade, even if its ever so small
those are only two examples ive mentioned tho lol, theres more points that i like more about C#
To be honest, I think Java should add some of Lombok's features in a future version, so it's not necessary to use third-party libraries to reduce boilerplate size.
Agreed, I’m not sure why they don’t already
so modding will be in java or c# the blog is written kinda weird
Java
and visual scripting eventually
Java, JSON, and visual scripting will be used.
To attract Minecraft developers
because its easier for the previous (Hypixel Minecraft server) devs
My only real issue with java is that you can't have explicit pointers
theyve chosen C# for the client
Try kotlin
i've never modded in c# but there's some things you can't do as well in c# to mod as you can in java, due to when things happen, though i couldn't tell you what those things are i'd have to do some research
but java is inferior to c# when it comes to games no?

yeah that would be the best alternative feature-wise, but the syntax is quite different, its more learning from C# -> kotlin than C# -> Java
Its true
Given their plans to open-source the server software, I don't think it will take them too long to port it to C#, the modding with .NET 10 would be amazing.
so youre telling me theres things i cant do in c# that i can do in java but you cant tell me what? idk bout that
I hope so because c# is actually readable compared to java
In fact, it doesnt matter which language to use
java and c# are pretty similiar
but you are right c# is more readable
If we’re going to talk about async advantages, we should actually look at virtual threads in Java. C# still relies on OS threads + async/await, while Java can spawn millions of lightweight virtual threads with almost zero overhead. It means you can just write normal blocking code and still get async scalability.
async/await in C# is great, but it’s also just one model of concurrency. With Java, the whole async/await style becomes kind of outdated on the Java side.
Also the JVM outperforms .net in many cases and that’s one reason Java is still a top language for backend
porting from Java to C# is easier than to any other lang, i think a C# server is more realistic than any other lang and will be the first
ofc it doesnt, its purely preference at this point but coding in c# is just better in my opinion
Yes, it would be strange to see a Rust port appear before a C# port.
Look, i totally agree with the virtual threads, but my main focus is DX, i just think syntactically Java is inferior to C#
and there is no point really is there
Sure that’s a good point
well if you want i can go find out what it was, i believe it was class loading and that you're a bit more limited in c# when it comes to that
I also think that’s preference based though
this is a terrible reason though, if you're a good programmer syntax doesn't matter much
trust me, youre not limited, look at any famous unity game, theres mods day 1
Languages when it comes to functionality are becoming closer and closer but syntax is what makes them preference based
weird take, "if youre a good programmer, unreadable code doesnt matter"
Btw you can use lombok in java. And it would be just like @Getter @Setter private int a;
not true wdym
i don't think a "trust me" is a very good answer without any reasons
I was just saying it’s not fair that Java is a downgrade from C# in the things you brought up. Sure it’s more expressive, but Java is even an upgrade in some senses. They both have pros and cons
There are so many tools in java to make code more readable
yes true, unless you're comparing c to some braincrap language it's true
you can make java code very well readable, that's on you for not documenting your code properly/ not formatting it right
You cannot compare c and c# theyre completely different classes of languages
i cant elaborate as long as you cant tell me what exactly is limiting in C#, i dont have any idea what youre talking about so i cant argument against it lol
i juts gave c as an example, you can take any famous programming language and make the code well readable
I think the problem is that writing unreadable code in Java is easier than doing it in C#, although this obviously depends on the developer.
So were going back to preference, i would rather code in c# than java because syntax is easier to read
you're limited to class loading in c#, unlike with java
surely you can, but all im saying is that C# is syntactically superior to Java and nobody has made a solid point against that
i agree with you
that's right, it's what kelpy was talking about, preference isn't a good argument as to why it should be in c# and not java
But isn’t that preference though?
uhhh???? can you elaborate? I dont think this is going anywhere, since you can dynamically load C# classes in runtime
Because people will be but muuhhhh Java
Trueee
You can't make a point against 1+1=2 
I'm happy that they chose Java! Not because I hate C#, but because I'm just better in Java. 
Question: Do you know how to set up a server in Hytale? And how will plugins work?
Wow, you managed to get every point wrong, that takes effort 👌
isnt out yet
How exactly am I wrong?
well as i said before i don't know much about c# modding, but i heard that there's a lot of static initialization going on, like configs stored in static classes
okay, I was just asking
Virtual threads still use OS threads though, otherwise we'd have a "download ram" situation.
You can create hundreds of Virtual Threads without running into OS thread limits though
as long as you cant pinpoint it, you dont really have a solid argument since i still have no idea what limitation youre talking about, as far as im concerned C# is very limitless when it comes to modding existing code
-
C# does not rely on "OS threads", TPL is actually superior in C# not in Java
-
Java's asynchronous style is verbose and ugly compared to C#'s syntax
-
Just no, please, even Java developers know this is wrong. Java can't even have user defined value types, oh God
How would that work?
It seems you are wrong here
Yeah, no 🙏
I think it's nicer to just say that everyone has their own preferences.
There might be a "client modding", although not supported, community in which C# will be incredibly useful.
I didn’t design “Loom” I think it’s called project Loom. On Java, read about it
Definitely! It's also nice to correct wrong facts 
True
well im not really argumenting about the server rather being in c# than java, as it is a good point to make it Java because of the amount of experienced minecraft modders, it just makes sense, im just generally comparing the languages
you're right i don't have a solid argument, i'm just letting you know what i'd heard many times before and thought was generally known so that you can factor that in, but i don't know a lot about c# modding, you can still like c# more i'm just letting you know
If it wasn't for that, we could've been blessed with a memory efficient stupid fast server in C# 
wait for source code and give it a couple weeks
I'm in
What do you mean by "user defined value types"?
You are wrong, I believe. You’re definitely wrong about Java, but I’m not too experienced with C#.
This is what I got from a quick google search about C# though:
“Yes, C# relies on OS threads. When you create a Thread object in C# or use higher-level constructs like Tasks that involve computational work, the .NET runtime (CLR) ultimately utilizes the underlying operating system's threading mechanisms.”
Everything has to be heap allocated in Java because memory is a gift from God apparently. You can't define your own "struct" and have it stack allocated for avoiding GC for example
quick google search
🥀
Thread pool: Am I a joke to you?
Why is java so memory greedy tho anyway?
To be fair, everything that runs in parallel relies on OS threads.
Bad decisions lead to that
because its running chromium 🥁
As i know c# is dynamic when it comes to memory but seems like java needs a set amount for jvm?
Currently Java has no chance against C#, but that might change when Valhalla is released, but that's a question for another day 
allocating 32gb of ram to my hytale server 🔥
Also I believe JVM factually outperforms .NET for long running programs
You just throw things out there with no explanation or context
No. Where are you even getting this from
I do have a question, and please correct me if I'm wrong since the last time I have used C# is uh like ~4 years ago.
But thread pools still rely on OS threads in C# right?
Please do your research
That i heard of yeah but it comes with caveats, like the fact that javas gc isnt always perfect and the memory alloc goes up constantly
Do you not know project Valhalla?
I don't think you need more if the server is small.
C# doesn't have a system that parks and unparks threads like Java does.
-# Once again, not completely sure ;p
i was saying that as a joke tbh
ik
Everything relies on OS threads if you're dealing with threads
Isn't that freezing the thread?
With all due respect, if you don't even know what project Valhalla is, you might be the one who needs to do their own research
For sure, but in this case virtual threads essentially just park and unpark while waiting so they don't block an OS thread.
So does the thread pool
Not if it's running a blocking operation right?
It's a pool
I've asked grok for a comparison
Basic Thread Creation: Java's Virtual Threads are lightweight; C# threads are OS-backed (heavyweight).
Thread Management: Similar basics, but Java virtual threads can't change priority or be non-daemon.
Synchronization: C# offers more async-friendly variants (e.g., SemaphoreSlim.WaitAsync()); Java's synchronized can pin virtual threads temporarily.
Thread Pools: Java discourages pooling virtual threads (cheap to create); C# relies on pools for scalability.
Async Programming: C# async/await is more concise; Java uses futures or virtual threads for similar effects without "function coloring."
High-Level Concurrency: TPL (Task Parallel Library C#) excels in data parallelism; Java's concurrent package is more low-level but scalable with virtual threads.
Scalability: Java's virtual threads shine in I/O-bound apps; C# tasks are efficient but require explicit async.
Memory Overhead: Java wins for massive concurrency; C# tasks mitigate but don't match virtual thread efficiency.
If you're building responsive apps with mixed I/O and CPU work (e.g., web APIs, games), C#'s async/await and TPL make development faster and cleaner—especially in .NET ecosystems. For high-scale servers or microservices handling massive concurrency, Java's Virtual Threads provide unbeatable efficiency without code changes. Both are excellent; the choice often boils down to your platform (Windows/.NET vs. cross-platform JVM) and existing codebase. If coming from C#, note Java's model feels more "transparent" for legacy sync code, while C# prioritizes explicit control.
A blocking thread won't blocking the whole pool
cant really say one is better than the other, its probably rather case by case
🥀
What was the prompt
"compare C# threading with Java threading pros and cons"
That's not what I'm asking though. I think you're misunderstanding me.
In this case, Java's virtual thread system is capable of parking a thread while running a blocking operation, which a ThreadPool cannot do in C# if I'm correct.
-# But yeah, please correct me with sources if I'm wrong.
They both have their trade offs, and yes, Java is definitely better or long running or high throughput apps. Better for higher scale
Starlk just started stating things like they’re facts without providing and reasoning
I just asked ChatGPT and it said Java's threads are heavier! That's why I hate asking AI
Short answer: C# Tasks are generally “better” than Java’s classic Threads — but only because they’re higher-level. They aren’t directly comparable.
Here’s the straightforward breakdown:
✔ C# Tasks
- Built on the Task Parallel Library and async/await.
- Represent work rather than OS threads.
- Use a thread pool automatically and schedule intelligently.
- Much easier for asynchronous and concurrent programming.
- Less boilerplate, fewer bugs, more scalable for I/O-heavy workloads.
✔ Java Threads
- Represent actual OS threads.
- Low-level, heavier, and more manual.
- Fine-grained control but requires more work to avoid pitfalls.
👉 The fair comparison is:
- C# Task ≈ Java CompletableFuture / ExecutorService
- C# async/await ≈ Java CompletableFuture + virtual threads (Project Loom)
Straight verdict:
- Yes, C# Tasks are “better” than raw Java threads for most modern development.
- But Java with CompletableFuture or Loom virtual threads is roughly equivalent in power and ergonomics.
If you want, I can give a quick code comparison to show the difference.
Java has both threads and virtual threads
You are not ought to use threads in C# but to use Tasks
Could you ask the specific AI model about "virtual threads" since that's what we're talking about here.
Notice your ai is referring to classic threads
So do you, that's why you should've done your research on C#'s tasks 
well yeah the comparison was between threading, not c# task vs java threads so that might also have a difference
There isn’t any 1:1 C# comparison to virtual threads
I have a feeling @halcyon mica is ragebaiting us all 
I think he was just misinformed. It’s okay though, we all are to some extent
I wish I was, but I'm sharing facts. If that's considered as ragebait then I quit
You can’t argue with close minded people
I think we all are open to different views 🙏
No worries, it might be a misunderstanding from my end.
There’s a reason why the backend world is Java heavy. Look at Netflix’s infrastructure for an example if you’d like
Java heavy, if you take out PHP
Well StackOverflow uses .NET, no point here
Stack overflow doesn’t have traffic like Netflix
Prob why it overflowed hehe
I'm afraid that you and @.og_ali think threads == async/await which is a very common misconception
but honestly guys, i think the performance difference we're talking about is marginal at best, they archive the same goal and i dont think +-20ms on a world generation task/thread is critical
I believe it'll be bigger especially with more memory efficiency!
+- 20ms on a world generation task is absolutely critical what are you talking about
depends on the chunk size
Please explain again? Java doesn’t have async/await, I don’t think that. Java just said forget about that stupid outdated model, use a cheap thread to avoid blocking instead
i dont, ive just previously compared java syntax to c# syntax
A chunky like mod is gonna come out in less than 2 weeks anyway so why do we worry about that lol
First screenshot of Hytale java code posted by Ktar!
send it in
I think he meant C# tasks with async and await, but I could be wrong.
Send it
Well that doesn't make for a comparison then, does it?
Can’t send links
where did the post it? X?
No, which is why all I was arguing is that you can’t say Java is a downgrade from c#
They’re just different
Search Slikey’s tweets who mentions Ktar
How is it not?
X: Ktar5
How long till Ae2 is remade in Hytale
Consider me rage baited, I feel like we’re going in circles. Just spend some time researching
i think you can send screenshots tho
Here's my point, let us beat it. C# is better in memory than Java, prove me wrong
Here's an example of what can easily be done in a few minutes with server side UI modding. In Game vs. UI Markup Asset vs. Java mod code. All work together to create a powerful server-side UI toolkit available at launch in Hytale.
Cant argue with that
I can’t, there’s no context here. It depends on scale and other factors probably
Gotta love this.
Lmfao
I hate the jetbrains ui
i think the ui code is being generated by the UI editor, i dont think we need to manually touch that luckily
I love this .getAssetMap().getAssetMap()
"Don't repeat yourself" in action
I say, C# is superior because it allows for more fine tuning in memory usage by allowing for stack allocation, pointer usage, and more. What do you say?
It looks nice though! It's amazing what you can accomplish in Hytale.
yeah they definitely followed that "dont repeat yourself" rule
yeah they definitely followed that "dont repeat yourself" rule
guys i think my code has dementia
guys i think my code has dementia
guys i think my code has dementia
Woops, sorry.
i honestly dont think the shown code is something we would ever be touching
I’m not experienced enough with c# to know to be honest. But one thing doesn’t make it a better language overall, that’s all I mean.
But again, there’s trade offs, especially at large scale. Which means, no better or worse… just different use cases
Yeah dealing with a function that calls a function that is named the same is... confusing
Assuming the server source will be openly available, what will it be licensed under?
Server source will be open i think
great question, wrong guy to ask lmao
Dunno about client tho
I mean they SUPPORT modding in a way that will make the game be alive so it SHOULD be open
I think it'll be source-available and not necessarily open-source.
This whole discussion about Java vs C# just makes me think this server already just needs a dev-general or smth channel
But I could be wrong.
Like every server that has atleast 2 coders in it
Yeah I think shared source they said. But I believe they might have code bounties so you could possibly contribute in the future
Or hear me out Java script plugins just to piss everyone off
i just really wonder how exactly client code will be done, like sure, most stuff needs to be serversided and gets communicated over to the client, but in the simple case of smoothly rotating a player around, that should happen clientside, how do we actually code that part? hmmm
That would be so cool, actually contributing to the project
everyone profits of this
You set the rotation every tick (lol), or send a new rotation with a bool to interpolate, just speculating how it could work though.
Is there any other way...
The server sends packets to the client and vise versa
that just sounds like wasted bandwidth
Im not experienced with game programming so i wouldnt know
I hope it’s
Pure nms based just to make everyone happy
Hence my (lol)
So you can make a client do things or show the client things or whatever you want really
Not sure if you've ever seen Minecraft display entities, but it could work similarly to those.
not a true solution to this specific problem, due to latency, it wouldnt be smooth but more like what a minecraft server would try to do a cinematic camera (its choppy)
I hope not Minecraft does it so poorly
Just add smoothness client side maybe
The general idea could be the same though, like you send a new location and provide the duration of how long the interpolation should take.
Yes but theirs better ways to do it now
yeah but how, we currently dont know how clientside code really is done, thats the big question
I get what you mean. That might just be the trade off they’re taking
They said no one is allowed to modify the client atm. That’s their vision
But at the same time hypixel just bandaid fixes everything never the root problem so who knows ngl
We wont know probably, they didnt say anything about modding client (besides that it will not be officially supported)
For sure, and I'm really interested in how they'll be doing it.
The project started as semi casual so it will stay semi casual
Or at least they don’t want multiple modded clients* they just want one official Hytale one
i think they mean to disallow externally modding the client, not "officially" by the server
Like what? This is literally how every game ever does motion over network, it's always interpolated lmfao
He’s talking about how mc does it in Java
Well, not really. Minecraft cinematics can be incredibly smooth since you have "teleportDuration" on display entities, which interpolate the PosRot.
But I have seen that they're planning on providing cinematic tools, and with that most likely some utils to interpolate other stuff aswell (hopefully).
You’re asking how does one mod the client through the server?
Theirs better ways now
Again, like WHAT
Lets hope it wont be as bad as it is in cs2
yup, since we're only using Java and json in that regard
Modding the client won't officially be supported.
I saw the CS:GO vs CS2 animation video the other day, it's so hilariously bad
If so, I believe the only way to communicate to the client from the server is through packets. And for things like assets, etc. we have the json that the server will force the client to download. Kinda like Minecraft resource packs
Interpolation is broken to this day
There's four confirmed categories: "server plugins, data assets, art assets and prefab/world assets"
With high ping its almost unplayable
i mean i dont see how the client shouldnt be able to run some sort of code, especially considering UI state management
you dont wanna network 100% of this through the server for no good reason, thats extremely inefficient
The issue with CS2 is that the legs aren't actually animated in a traditional sense like they are in CSGO, the entire leg animation in CS2 is procedural IK animation. This is why the legs suddenly snap back underneath the character when you start moving in the opposite direction.
Only the upper body is actually animated iirc.
It aint only about the legs, upper body isnt where its supposed to be sometimes
Minecraft doesn’t buffer side packets and with the 1tick updates it’s slower than most modern games 1 ticket isn’t long but it’s longer than it needs to me
I wonder how many tick will the hytale servers support
I haven’t looked anywhere what’s hytales lang
64, 20 or what
I expect something like 20, there's not much reason to go higher for a game like this
I hope 60 ngl
Why?
Theirs more movement here tho so 20 would look slower than needed
?????????????????????
16.5ms updates would be nice
60 would allow them to make stuff look ALOT better and smoother
Bro what are you saying
compared to 50
60 is overkill af since fort is 30
60 will be a servers downfall lmao
but fortnite is weird in its concept
But this as someone said it’s a casual project for the devs
Hmmm, here’s the thing, the clients render the UI, etc. but the server NEEDS to give the client the state. Sure the client will render it, but there needs to be one source of truth for all players… the server
Even without modding this would be necessary
so if the player clicks a button to open a menu, the state that this menu is open wont be saved in the client but instead in the server which needs to handle this state for every player? idk about that
What part of this do you expect will be inefficient? I suspect you're thinking about it the wrong way.
networking stuff i suppose
yeah, networking
Yes, this is normal. Just like how in Minecraft you can get what screen a player has open.
The client requests permission from the server to open the inventory for example, and the server being authoritative has the right to say allowed or denied. Then the client opens or doesn't open the interface, and the server knows the player has the inventory open.
but what if the shown menu has no relevance to being networked? such as a personalized UI theme color you can set, theres no need to network that for every player
i could think of many such cases
sounds like an unneccessary overhead to me
No, the server doesn’t need to know you have a menu open. It just needs to know the state of the menu to properly display its state to all players.
- Player clicks “chest” → client opens the inventory menu locally.
- Server only needs to know about inventory changes, like “player picked up item X” or “item Y was removed.”
- The client handles the visual state of the menu, highlights, scroll positions, etc., so the server isn’t burdened with storing every UI detail.
^
The server will still most likely know you have a menu and which menu open, though.
Yeah, I’m not sure, maybe they want that too
So you can run a in Paper/Spigot/Bukkit terms event.setCancelled(true); on there and deny the opening of an interface
Ohh yeah, like the server needs to know you have a UI open for the inventory close event
Right, thats how its supposed to be, but how do we configure this behavior clientside? Since we have seemingly no way of creating clientside logic, how do we configure what to network and what not to network
its essentially the same problem as this
We can't create clientside logic, but we can compose it from native building blocks
What do you mean with client side logic? I'm going to need some specificity or we'll be talking in circles all day long.
I’m not sure if I understand the question, but I feel like you have a good point here. Do you mind rephrasing or providing an example?
Color picker preview for example. If there isn't a native building block for it, an update has to go to the server and back
Servers and singleplayer have no difference,, they are both the same thing. when u create a world, its ur server, where ur plugins and mods load onto... and u can modify values without needing to touch the client yourseslf..
thanks, this made it so much easier, exactly this
You mean if you wanted to add a new component which is a color picker, how is it done?
uhhhhhhhhh i dont think we're on the same page here lmao
me too xD
nope, hold on
I still don't understand what the supposed issue is?
What are we even talking about
We’re trying to figure Hytale stuff out before it comes out for no reason. Just because it’s fun. It may very well be nothing like we imagine
about what specifically?
I’m trying to see, I’m waiting for Kelpy to send an example
imagine you have this said color picker on an ui element which gets displayed on the client. Let's say the color picker just updates the client's UI color. This color picker has NO server relevance, theres NO point in transmitting this state to the server and back, that causes a unneccessary network overhead.
Since we can't use client logic, we can't really save this color picker state and apply the color to the UI locally and thats where the problem lies. It looks like we NEED to go through the server to set something to the client thats not relevant to anybody else
i dont know how to explain it any better honestly
now imagine 60 players updating their UI colors constantly lol
networking nightmare
this example translates great 1:1 to other issues such as rotating the player smoothly constantly
In the best case, you can connect the native color picker with the ui color. Then the client knows to update one thing when the other thing changes
Dude, you're going to be sending way more information that is only relevant for that player to the server than just a "UI color"
If you need the ui to be able to do something it can't, just let them know and they'll see how to make it happen
It's pointless to worry about such things. When you save your preference for Dark or Light mode on Twitter, that is not relevant for anyone else either, but it's still sent to the server and saved in the database as opposed to only stored on your browser.
Not to mention if 60 players adjusting their UI color simultaneously would pose any sort of problem for a game server there are bigger things to be worried about than this. 😂
the UI color was only an example to explain the root problem
There is no root problem
That's what I'm trying to explain, this is a normal thing
You're worrying about micro-optimizations which could very well do more harm, in the grand scheme of things, than good.
That’s what I was trying to say also. It is a normal thing… that doesn’t mean it’s not a drawback. It is, it’s a draw back of server sided modding, it’s not a problem though
Perhaps, I guess ill have to see for myself eventually
Look at it like this, realistically why would the server send the player anything that is not of relevance to the server itself?
At scale, yes, it would pose big issues, that’s why we have different server scaling strategies. Horizontal vs Vertical. You’re gonna run out of bandwidth or ram or cpu power eventually. You need to scale.
If the server shows you an interface with the color picker, it's because the server wants to do something with the result of that choice
No it might be because it wants the client to have something nice to look at
Which is why (assumption) the UI and how to render it will be part of the client files downloaded from the server, which the server then tells the client to open screen "UiThemeColorPickerScreen" or whatever
Let’s keep the UI example:
You have two UI themes on your server and you want to allow players to change. The server would only be telling the client to download and apply X UI
yeah, coming from unity, I don't network everything to the server essentially, I get to decide what to do, but I guess I'm just not inside the mindset of doing 100% logic server side lol
Correct, because you have no, and should not have, any control over the client of a player
I would be very worried if an arbitrary server I connect to could run code on my machine lmfao
I mean I understand it, it's merely an optimization after all, making a dedicated solution for this such as Clientside code might be overkill
Eh ever played garrys mod? Lmao
It's overkill and a huge security risk
I think you’re coming at it from a game dev perspective vs a game modder perspective
Yeah, I have, not a point in your favour 😂
I know and I might have been part of the reason, ts was a daily zero day
I gave up on Lua tho