#server-plugins-read-only
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Tebex wallet has accepted game payments for a WHILE now... In fact, I even saw them take payments for a server provider. They dont just take payments for in-game purchases. Overwolf actually fixed them up since buyout, unlike when they bloated CurseForge
I mean, from what I understand, releasing it super ealry like this and developing it with the community in mind was always what Simon wanted and was part of the reason he split away to begin with. But I could be wrong. I don't remember where I saw that, so...
But I'm sure the cashflow doesn't hurt.
yeah, not a fan of Lombok, has given me a ton of issues
besides, there is Kotlin, which is more "chill" - you get more power to abuse its syntax with operator overloading, extension methods, and what not, which is extremely convenient (especially when used right, and not just abused)
Imagine if they made the server in C# too ๐
(Makes sense they didn't as they started in 2015)
Used Kotlin for Jetpack Compose and it was really nice tbf
ill try to write a simple one over NY holidays
Over the past few weeks, we have rehired more than 30 developers who know this game inside and out, with additional returns expected in the coming days. Together, we are going back to the original vision for Hytale. We are fully independent and personally committed to funding Hytale for the next 10 years.
We're focused on building the game we always wanted to play, and one that we'd be proud for our kids to play, too. Philippe and I are personally committing funding for the next 10 years. This is our passion project, and we're here to make it last.
- Ownership: We own 100% of Hytale (repurchased from Riot Games)
- Funding: 10-year personal funding commitment; no investors or publishers
The route with Riot with the new engine was driven by scripting (which gives me Bedrock flashbacks), I am happy they left that path.
ill start with the networking side and anyone who wants to implement game features is welcome to contribute
And in terms of the Java version. Slikey said it was gonna be Java 25 with quic protocol
Most certainly, Its not that I don't trust that they will probably put their best foot forward. when I was responding to an earlier comment, I just didn't believe they have funding for 10 years, a plan to fund for 10 years is completely different.
yeah, my personal favorite language, but I probably work more with TypeScript and C# than I do Kotlin
also JetBrains is on a serious downspiral at the moment, so that doesn't give me a ton of confidence in the future of the JVM platform - at least for my part, considering I wouldn't write Java if my life depended on it
Ahhh, I see. Makes sense.
I've been learning Kotlin right now, working on making a few apps for the extra experience on android.
would somebody know will there be easy and quick way to launch srv via docker on launch ? like if somebody has homelab or server available at home. (not sure where to else question about servers) also is there any knowledge how java based modding will work?
likely same as spigot/paper plugins
Is it ? Iโm so happy with my webstorm been using it for years
so download template, modify namespace and do yr stuff ?
you'll probably be able to launch a generic docker java container and throw server files there
never used templates for this stuff, that sounds so weak
yeah, look at what JetBrains are working on, so much nonsense that nobody really wants (or asked for?), it's crazy ๐
Yup this worked I just pre ordered it
Oh now I get it. Standard AI shovelware slop thing. Ehhhh thatโs every company now unfortunately
templates as either base project to start off or some kind of setup tool that will create basic stuff for you
Eclipse doesnt do that
You get Ai! I get AI, we ALL get AI. Donโt want ??? Too bad itโs in a forced update hooooray
spigot only needs one yml file with name and class path from you, its not hard enough to justify templates imo
Last java ide that I used I think was eclipse, jetbeans/netbeans I always had trouble navigating the interface from my memory its been quite a few years.
AI in inteligj? found it at school... last time I checked it was 1 or 2 buttons to shut down
AI is everywhere. Great if you can turn it off. At work itโs just auto turned on per policies for people haha
try disabling plugin called line autocomplete
sadly, yeah - I haven't personally had too big of problems with my JetBrains products either, but I've heard plenty complaints for people who use their products more than me (I don't do programming for a living anymore, just ocassionally when something is up at work that requires it), but I have noticed that IntelliJ sometimes freezes up
then there is the Kotlin side of things... they had Kotlin Script... or have? who knows at this point... they rather work on this AI garbage than working on the things people actually wanna use ๐
fleet might be the easiest to turn off AI
I meaaaaan it's not like Microsoft (TypeScript / C# / VSCode / GitHub) isn't slapping AI into everything it sees
Iโm more talking about windows computers , outlook , and gmail, and all these third party apps that worked fine before now having an AI button forced in. Or component. Laptops with the copilot button is SO bad. Youโre using up physical space for slop
intellij try not to break something every update challenge (impossible)
I'm convinced 30% of the people in this chat actually know what they are talking about ๐
Thereโs probably a good amount of younger people. You can def see who has more or less experience but that just means you have an opportunity to help others grow
im not one of them ๐
no, it's just all over the board, but I'm not as involved with those products, hence why I don't mention it
also! just because everyone else is doing terrible stuff, doesn't mean it makes it better that JetBrains are also doing the same stuff - why can't they be the exception?
but open source stuff thrives, so perhaps we'll see Zed take a significant share of the market, if JetBrains and Microsoft keeps at it the direction they're heading now
damn the longer you code the more you see how you can do stuff diffrently
Just think. Unless you doom scroll tik tok all day thereโs literally no way to know less. You can only learn more
Eclipse moment
I love how Linux doesnโt even force or prompt you to install security updates hahaha
no bs in terms, no bs telemetry, no ai
its my finals week and ive spent all day doomscrolling reels
yes ai if you want though*
๐
yeah, it's designed for power users, or perhaps probably even a level above power users ๐ while Windows (and macOS for that matter) is designed for the average Joe
I remember using Eclipse, was good, until I discovered IntelliJ and actually gave it a shot ๐
I am on bazzite and I feel I could give it to some people that are bit forse with pcs
not forcing you to update isnt even a power user thing. if my two options are shutdown or update and shutdown, and i press shutdown, i expect it to not update...
I love my Linux setup. Itโs my main gaming rig too. Steam and proton has gotten so good unless it has some kernel level anti cheat tapped on top (which means itโs live service slop I usually donโt play) everything works
best part is both options turn your pc back on after it updates anyways
i remember when everyone started saying "bro switch to intellij its so good" and i tried and it absolutely sucked ass
question... have any of you tried jetbrains fleet ?
Windows actually finallllyyy fixed this issue not long ago
but then again while trying to update my linux packages i accidentally messed up my boot. apparently dnf5 is unreliable had to use dn4 to get everything to update?? so maybe it is power user territory
Nope but I heard it sucks. I do use webstorm and rider tho
Fleet is meant to be VSCode's competitor, but it isn't really there yet
I use Fleet! I enjoy it!
Linux has gotten so much better over the recent years, and there are quite a few distros now that focus on the average Joe as well - Ubuntu has done that more or less for ages, but not really that many others (I think)
I'm not really a huge Linux-person myself, so I might not be all that accurate on the topic. I do like Linux though, and would love to daily drive it, but it just isn't feasible for me at the moment (due to both work and multiplayer games)
It might be good. Iโm an oldie tho as you get older I just appreciate stability more. Just want something that works all the time and is old and stable. Not too fancy. So long as it gets the job done Iโm happy
it is good enough in my opinion
after using intellij for years i can never move back to eclipse now though. tho in my case its just because all the extensions i find necessary for mc modding just dont exist on eclipse
This is exactly my opinion. Fleet to me is just a text editor I don't use its "feature" set. ๐
what extensions do you use?
I have used IntelliJ for years and also can't really switch to something else. It sometimes surprises me to see how many issues people have with it, I have used it for years without major issues or performance problems.
do we know anything about the plugin api yet?
Nope
mcdev, the mixin squared mcdev addon, and stonecutter syntax highlighting
alr
stonecutter syntax highlighting i can live without. i dont need mcdev or the mixinsquared addon to write mixins but without it its so much harder and time consuming
I don't know your situation, but well you can always check protondb and areweanticheatyet
also correct me if I am wrong, but hytale should work via proton right ?
most likely yeah
yeah, already did hehe
Hytale should work on Linux, they aren't guaranteeing it, but they are gonna try to make it work, so it most likely will from day 1, even if it's Proton
dont think it even matters that much whether they ship native builds or not
well assuming they actually make it well
there's several games on steam that run worse on native than via proton
Okay after 6 hours my payment went through
I got a generated name of "Ruallake634. ๐
cant wait to download hytale off flathub
Even if they donโt make it Linux week one ima jus proton it anyways.
shouldn't be hard to beat Minecraft performance anyway, and that's where the bar is at realistically ๐
if I heard on one youtube vid correctly they removed almost all libs that made it hard/impossible for game to run on non windows platforms
minecraft vulkan update coming soon trust
Vulkan update for Java edition?
more like minecraft bedrock modding tools
i know absolutely nothing about vulkan vs opengl, but mojang has been abstracting all opengl calls, and ive heard the new rendering pipeline being described as "vulkan coded". since they are planning vibrant visuals for java there's a chance it could happen, though when is another question
I wonder why they are focusing on this of all things, is this really what people want for Minecraft? last cool thing that was ever added to Minecraft that comes to my mind was pistons... and that is a very long time ago
I could see this happening! ๐
I think mojang/microsoft wants one thing -> money money money
well with apple being a terrible company, they cant really stay on opengl forever
exactly, the game has stagnated, even the mods are not as unique as they once where
damn why can't gifs be posted
u say this while Create exists
you can scratch the "I think" part from that sentence ๐
that's what happens when you kneecap your community's modders ๐
I mean better to say I think then to be wrong in case they "prove otherwise" IDK how
wait, are you guys able to develop on hytale already?
no
I wish
Create and what else, a few more and that is it? Just head back to minecraft 1.12.2 modding community, pages full of unique and interesting and in some cases weird mods
aw i see
personaly I want create, advanced rocketry thaumcraft and futurepack
Time to flood Create team with millions of letters to port Create to Hytale
๐
In fact, I wont even be surprised if some mods will be ported
anyway probably bai idea to flood
What about SVC or the Life Series mod ๐ญ
some probably will be
They're planning to support directional voice chat natively
yeah, but realistically though, if you start a business, the ultimate goal of said business is to make money ๐ but often a business is started by somebody with a passion, and somewhere along the way comes somebody who knows how to monetize it properly and make it a money machine, then eventually the people of passion will be left nowhere near the decision making because it often doesn't make short term profits, and whether it makes long term profits is a big unknown (often times these money people are shareholders, whom you are obligated to by law to do your part of their best interest)
erm... warframe ?
I would say warframe devs are ones that don't set money as first piority
It depends really. It highly depends on the economy. In capitalist setting the whole point is of course, as you mentioned, growth. Many games where ruined by this. In fact, just looking at steam - some random 2D games cost over 20 euros
Stellaris, has anyone looked at the full price of it? I suggest to just not
check it in diffrent currencies... then it becomes bigger
The worst part of it is that pricing is usually determined by graphics, not by actual in game mechanics, content, experience. Or companies put a "premium" label
it is funny that I know 1 game i would say is diffrent...
there is no rule without an exception, I don't know much about Warframe other than having played it like 2 decades ago or something ๐
but take Hytale as an example, if they can't make it make money, it won't be around for long - so ultimately their goal is to make a business out of it, but that doesn't mean they can't also make a great game while at it
I, and hopefully (most likely tbh) Hytale team, believe in the fact that a great product will automatically just bring in money, without you compromising on your product
but as soon as people who have no idea what the company really stands for or anything steps in on a shareholder side, it can quickly get more ugly - a lot of the time they prefer short term profits, which often lead to lots of bad decisions
then there are the companies like Microsoft, etc. who are "too big to fail", they just do what they do because of reasons (reasons mostly money at the end of the day), and even if people at Microsoft wanted to change things, it's so big now that it takes time and a lot of work (by (too) many people) to actually make meaningful changes
well warframe is I think one of not many games where you can get premium currency without spending any real life money and just by playing game
yeah, it's ridiculous, but then again - it's similar to dating... you don't go looking for an ugly looking person, you look for someone you find attractive, but in the end you are more likely to end up with someone you wouldn't necessarily have picked out of a crowd if you hadn't already known them
even in shop where you can buy stuff thay show you how you can get items for free without paying for them
isn't Warframe also free to play?
it is
it's not unlikely it's one of those "no rule without an exception" cases with Warframe ^^ but what we see for the most part is that big companies will pump out same old crap over and over with some adjustments here and there (Call of Duty and Battlefield for example, which are 2 of the biggest examples)
We are using the wrong discord tab for chatting, but #game-discussion is flooding with spam, can't read a single thing >~>
anyway I wonder will there be "offline" servers
Servers can't be offline, if I am not mistaken, but offline play will be there
There won't be a cr*cked client like Minecraft
I know some people that will be rather unlikely to buy game atm and might end up getting pira ted version and getting few vir uses
and I hope I won't have to endup cleaning their pcs from viruses
Charge them
$80 starting price
wait that's evil
More or less depending on where you live of course
charge them and buy game for them... lol
No, that's just the average cost of the service lol (at least where I am)
I think I fought about smthg else for moment
no actual chatting going on in there - and I guess we are by applying enough goodwill still kind of on topic ๐ the chat evolved from plugins and Java vs other performance stuff, to business aspects, to where we are now ๐
The game isn't out, it's not like there's much use to most channels
there most definitely will, just like every other game ๐
Not quite, good money btw, did it once in the past. You don't even need to ask people to pay that much, many of them give sums like that without even questioning it because they don't really understand how much actual work was needed to fix the issue
this probably isn't the place to talk about that in though - for Minecraft's part, it was built in to the game afaik, not sure why - perhaps testing purposes
personally I always wondered how to monetize server and how to do it fairly...
I meant that there won't be one where they can just go on online servers like Minecraft
It's clearly agains't the ToS
Cosmetics, P2W stuff for single-player games, QoL stuff
about yesterday I was fixing via discord pc of somebody who has tlauncher and had 3 antivirus software probably cause that...
I could see for instance selling the possibility for players to use their own custom avatar model
and stil ldidn't manage to finish since in bios they have virtualization disabled and wasn't able to startup windows defender
Like, buy it for $10 and you can upload your own model which then updates the mod on the server with all the models and ties the model to your player
hm I am more of thinking how to implement payment stuff
We had something like that in gmod on our server
me, a linux user not having to worry about viruses, because creator of linux kernel deliberately pushes viruses in kernel to increase effectiveness of the system getting rid of viruses by itself
?
Linux, ever heared of that? We don't need antivirus
I am on bazzite atm
there is no right answer to that really, what fairly means is very different from person to person as well
but end of the day, running a server has costs; both in actual costs for hosting, but also time spent maintaining and keeping it online (or perhaps even developing mods/plugins; or even buying them from others)
but there are quite a few questions to ask; like who do you want to keep around on your server? what is your vision/goal? these kinds of questions will likely influence what kind of ways you should monetize a server
personally I generally tend to try and design something where I could see myself being a player of my own, and not pay to win/progress
I just wonder hwat you mean kernal having viruses
~>
I meant that Linus Torvalds tests the kernel with various viruses, not that the kernel has viruses
aaa ok
I guess I gota find how to charge money... I mean how to let people pay for stuff
If kernel had viruses then 90% of world's computers wouldn't be linux
Is there any information on whether Hytale has official Tebex integration or something? Since Simon was talking about not taking a cut from servers for 2 years, that implies they have the ability to take a cut
no information on this yet, at least not official
but with the ability to install plugins on servers, nothing is stopping people from not using Tebex anyway
the only thing that can realistically ensure that Hytale takes a cut is a ToS, because then you'll technically be stealing if you try to circumvent that cut
what is Tebex ?
Just a payment platform targeted at game servers
Same service you likely have just used to purchase your Hytale account if you (already) have
aaa ok
You might know them by their previous name Buycraft
wait so there is possibility that each server will have in-game inbuild server store ?
We don't really know, what we do know is:
- Hytale is already working together with Tebex as evident by the fact the account purchases go through them
- Simon talked about taking a cut of server profit, I have no clue how they would do that without having a built-in store for servers, so it's a possibility for sure
some platform that makes it simple for people to monetize their servers afaik - don't know much about it really, but that's what I have gathered
Tebex works quite well and they have a free tier, they just take a 5% commission basically
if they go the route of requiring all monetization go through Tebex, I'm out tbf ๐
from what I see their Products & Solutions includes in-Game or WebStores
yeah, they have APIs that people can use to integrate their services
He didn't talk about taking a cut of general server profit, he talked about NOT taking a cut of an unspecified revenue stream of server owners/mod developers.
In 2 years, they might introduce some managed services (payment platform, server discoverability, mod distribution, etc) where they can take a cut, but all he promised is that it won't be for at least 2 years. If they introduce a managed 1st-party feature like this, we will probably also be able to just opt out of using it and implement our own payment platforms
I am tempted to make purchasable option that would not give anything and state that you don't get anything aside from supporting server
Hmmm that's a way to interpret that message yeah ๐
Didn't think of it like that but alright, that's cool. Honestly I'd use the in-game managed services if there is some sort of advantage to using that over Tebex, but I wouldn't be surprised if that was also offered through Tebex seeing they are already working together (and have been working together for the Hypixel Minecraft server too)
yeah, this is the more likely scenario tbh, taking away the ability for those with the know-how and desire to be on their own, is in my opinion at least, not a good move
but enabling people without the know-how and/or desire to be on their own to have similar possibilities without having to do it on their own, makes a lot more sense
Yeah I bet the main advantage it could have is that users don't have to re-input payment information which drastically lowers the bar for spending money
what I think about is that Hypixel has been under Microsoft/Mojang thumb, fighting the ToS stuff (although afaik they have their own deal with Microsoft/Mojang), with having experience with that, I believe (and hope) they will know how that feels and want to not be "that guy" to their own customers/players (being us)
Oh yeah I'd absolutely use that, shame it's not implemented from day one and existing servers would have to migrate/re-implement parts for that later, but I can understand it's very difficult for them to have that already setup during such an early access phase
it would also mean that people without technical ability could more easily start servers and monetize them for example, probably other things than servers too
there are so many things that can generate a profitable business here, I don't think they even know themselves what they are gonna end up doing, because they will first have to see some actual numbers over some time before they will know how to go forward with making money
I guess now they will have some actual numbers, seeing how many people buys the pre-purchases the game, as well as which edition people generally buy
though I'm not sure the sales of the game itself is a long term sustainable business model, so they have to make money somehow in other ways
they having background from Hypixel, they most likely will have official Hytale servers that are monetizes as well, I'd be shocked if they didn't at least
It'll be interesting to see how early access the game actually is and how many servers will actually be getting larger playerbases or if they are just developing with smaller teams of interested players. Really depends on the popularity of the game as a whole I assume
I wonder for how much stuff will custom plugins be needed like how much will be inbuild... also will there be something like authme on servers.. .for blocking account in case somebody have siblings that use the same pc
yeah, Minecraft became something quite a bit bigger than anybody expected it to become I think, now things might be a bit biased because we now know how Minecraft turned out
most likely will be very similar to Minecraft, but hopefully easier to integrate into the game in a way that uses less workarounds (like inventory UIs), just lots of commands, or random blocks that look the same as a normal block but has custom functionality attached to it
I have 1 friend who I try to convince to get hytale, but well they are waiting to see what tech mods will there be
only people this really makes sense for at this time is the people that has the money to support what they believe is a good cause (as in we get a good game and the people behind it are paid for it - win win), as well as those who are in this chat and aim to create things to customize the experience of the game to their liking - such that for example your friend takes an interest in it
What kind of tech mods?
ae2 and mekanism
and I go for create and advanced rocketry mainly
mekanism, create, ae2 - the holy trinity I always have
well rocketry can be skipped
Ooooh I see like that kind of tech mods that's neat
Yo thaumecraft brings back so much memories, such a cool mod
Hey yo
the game I've enjoyed the most of all time, is most likely Minecraft, but I hardly play it anymore, and probably haven't really played it for about a decade
what I enjoyed most about it was the ability to customize the experience by being able to change things on my own server
I eventually grew a bit disappointed by it not focusing on anything cool, just new adventure stuff - if I wanted an adventure game, I could've just gotten a game that was an adventure game, and was actually better... what I really wanted was more things that could take the thing to the next level (for example more redstone related stuff) or other cool things, such as pistons
new bosses and adventure related things can easily be added by players themselves by adding mods, if the core of the game supported it, thus the game developers don't really need to focus as much on the content of the game itself
but I guess somebody disagreed with me on that, and perhaps they were even right to, but if nothing else, that was my personal desire for the game ๐
It'll probably take a few months to create something like create/mek at a good quality tho (bad quality, probably way before)
I would also want origins in Hytale. In some form or another, I always like having a character with unique abilities, environment adaptations
I started to dislike mc after java inbuild chat reporting stuff
Tha'ts just MS bs u can circuvment it with mods
I played minecraft for like 8 years now.
It was adding and adding and adding and adding things, more and more, but the world remained dead, that is why I stopped liking it.
I want an alive world
they just stopped innovating, the real potential with Minecraft came with the ability to customize the experience of it
but there is nothing really quite like it, I guess the closest thing atm is Roblox (though I have no actual experience or first hand knowledge about Roblox)
I remember when they added fences ๐ iirc back in 2010 or 2011 haha
Microsoft is a corporation that turns ... into ... meme, not really the devs fault, but yea I don't trust MC due to MS
the devs are just cogs in a big machine that get told what to do most of the time
Yea, u can see April's Fools as a proof, MS doesn't care about that, they get freedom, and they churn out content like crazy
Tech mods only made me question even further what is actually fun for me. I found out that I seek for purpose in what I do and no mod made the world alive, no mod added any purpose to what I do and tech mods for me became just a temporary distraction before realisation that there is nowhere to put all the resources I have produced and gathered
I know Notch has said multiple times that he regrets selling Minecraft, but at the time, he felt like he couldn't live up to the community's wishes, and it was a lot of money, so I guess he thuoght "oh well, at least I can go do something else, and maybe they're better off with Microsoft behind the wheel!"
from just running small communities, I know how much impact even a few people can have on my own personal interest in a project, and how much it sometimes takes from me personally to just deal with unnecessary bs
roblox kinda had similar ptoblem if not bigger, since they just let Iif I remember correctly predators roam free on website even when they reports
Microsoft got scared bcz of the caves and cliffs backslash (which I don't mind, they had to touch very old legacy stuff like world height and world gen) so it makes sense it took them that long, but now Microsoft just forces small updates so there is no over promising
just search schlep and you will get RobloxโSchlep controversy
that's the only thing I know about Roblox aside from the fact that people supposedly "make their own" game in there, whatever that means xD
made some of my own in there, but nothing that ever took off...
Almost happened with Riot and Simon, but SImon repurchased it, but Minecraft makes Microsoft too much money and Notch only has money due to MS, so no way he's buying MC back
2010 and 2011 for me feels so long time ago. Sometimes I want to add BCE on each date before 2015
yeah, he made a decision he can never come back from, and I'm not sure he would even if he could, unless he could also change what has already happened - because the damage has already been done
wait what is chance simon faked early access date ? and might realease it for chrismass ?
0%
-10%
Simon-Christmas conspiracy
haha yeah, it's 14-15 years ago by now, I was like 15 at the time ๐ probably about the same age a lot of people in here are today
In their release date announcement they explained that they would've liked a release earlier, but that reacquiring the game took a bit longer making a pre-Christmas date no longer realistic
Well it's not that, generally when you make millions. You can't really work without knowing if the game will survive long term. You have to invest in things YOU can change
Imagine depending on a company that doesn't have first party software support
Will need to build the Simon Church with Simonism as the religion
What coding language will the plugins be in?
โ
Yes but also they have some very shady stuff in their ToS, igonring the arbitration stuff, the 2 main things:
- U don't own the game, u get a license, which they can revoke whenever for whatever reason (would've been fine if it was just a server-wide ban, and u could still play singleplayer)
- U do own your mods/user-generated content, but u give hytale an irrevocable license to do whatever they want with it (publish it, modify it, relicense it, etc)
yeah, it's not a simple problem to solve, otherwise people would've just solved it - most people don't do anything with the intention of making something bad deliberately, but because of reasons, it unfortunately is what happens sometimes - the bigger the company, the harder it can be sometimes too; too many people that has to have a say in things, which just ends up taking a lot of time and costing a lot of money, in turn generates a even higher need for money as well - so many things that factor into this
what is chance microsoft/Mojang bans hypixel after hytale release ?
I wouldn't call any of that shady. Both are standard given it is a platform
Fornite, Roblox, Minecraft.
Unlikely they'd ever abuse, but I really don't like to give them an infinite license to my content
are you talking about MC or Hytale ToS now? (seeing you mentioned Hytale, but what you describe sounds awfully familiar to MC ToS)
slim to none
jeb said he will play hytale... so none
now would be the time to do that I guess, since that's most likely the main source of income that funds Hytale atm I would guess
did he say this as signle person or as mojang the company ?
Single person
so mojang the company might do otherwise I would assume
They can't terminate hypixel because they don't break the law
Minecraft has that too? Afaik Minecraft doesn't have an irrevocable license to do whatever with my own content? especially the modify part
But that may be bcz of Spigot plugins not considered Minecraft mods
They will just get sued and pay millions in damages
there is no reason for Microsoft/Mojang to ban Hypixel, it couldn't do them or anyone else anything good - they would probably lose a ton of money doing it even, not to mention the PR shitstorm
They do, reason why they are able to make bedrock content that are Java mods
They'd get so much backslash, they wouldn't do it
I think misrosoft can aford it...
A little competition for Minecraft, which has dominated in its sector, cant hurt. Maybe the release of Hytale incentives Mojang to also be a bit more daring and innovative.
I don't want t obe negative... but I feel like possibility ain't 0
Minecraft is the #1 best selling game of all time. Do you really think they care about a game selling 5 to 10m units?
yes
A ton of people play on Hypixel (especially skyblock and stuff), if they ban it, it'd just make people more fed up, and Hey look there is this new Minecraft-like game that just released, let me just play that
I mean, Hypixel is also a partnered server - I am sure they are in communication, plus that would be a nasty play by Mojang. Not even competing against Minecraft, they still own their own little domain
U do own your mods/user-generated content, but u give hytale an irrevocable license to do whatever they want with it (publish it, modify it, relicense it, etc)
it's kinda hard to not have that in the ToS, otherwise I could make mods and effectively gatekeep the game developers themselves from making certain content for their own game, because I have a mod that already does it
though it does leave the door open to outright steal my mod too, and legally at that - ultimately doesn't make it theft ๐
Besides, Hytale isn't really encroaching the Bedrock ecosystem on consoles and mobile phones, which is Mojang's real money machine
even if it was, the only real ways to solve that from their side would be to have the better product or to just buy Hytale from Simon form an outrageous amount of money
Mojang has no ground to terminate hypixel
I don't think Simon would sell it for any price
I don't think it prevents them from adding their own content? bcz if I add a cow monster, I am not able to copyright the concept of a "cow monster", so they can add their own, as long as it isn't my actual mod or my actual textures
I would probably say it's for modders like "Aether for Minecraft".
I'm no legal expert, but if they did, I'm fairly sure they could have a legal case on their hands too ๐ because sabotaging someone else just to stop them from competing with you, is afaik illegal - and Hytale launching soon would likely be evidence enough that it was done for that reason ๐
but even without considering that side of things, Hypixel probably does generate Mojang a decent amount of money anyway
Yeah I personally bought minecraft just to play on hypixel
So? having an aether mod is not copyrighted, stealing all the mechanics and making it basically the same mod, is, so as long as it's not an exact copy, they can add it
but you could argue the case that they stole your mod, and they didn't anywhere in the ToS say that they could take your mod and make it their own - even if it's just bs, now they have to deal with this noise on top of everything else
so from a business standpoint, it's better to just make sure you're covered in as many areas as possible
Good thing : For now they are a moral company
Bad thing : Considering they have the rights to everyone's work, if leadership changes. We are cooked
Double edged knife
I think it is more important to look at licensing of the project (in this case a mod) and capabilities of the owner of that mod to enforce that license.
Yea and I should be able to do that, it's like the palworld/pokemon lawsuit, if it's too similar, I should be able to sue them, but then if a judge/jury decides it's different enough and I don't own that concept, then they win anyways
hypotethically speaking; Microsoft made a mod for Hytale they knew Hytale would want to make into the core game
Microsoft know it's a lost legal battle, but not before Hytale is bankrupt
problem solved!
is it a realistic scenario? probably not, but is it plausible? absolutely! perhaps not to this extent though, but legal noise costs so much time and moeny to deal with, which does often mean compromises on the product's quality because of split attention - ultimately perhaps also motivation to go forward with your visions
Yes but they won't have giant corpos making mods for them, they'd have solo devs with the exact opposite case, so they protect themselves against poor devs, and the poor devs can't do much if they steal their mods
that makes no sense for me as a business to let my players prevent me from making the content I want to make in my own game, because someone else made that content already
in some cases, some modders could also end up making something parallel to Hytale making something, and both ended up being very similar, but the mod released a little bit before the official - now you have a potential legal case on your hands
Parallel*
if I was a giant corpo that saw it as a possible way to get rid of an actual competitor, and I had no morals, I would consider that route if it meant me making more money
and we do already know that business and morals don't really go together (hence why we have laws, especially consumer protection laws)
You aren't a giant corporation.
I said literally exactly that, what point are you trying to make?
But the same issue exists between devs-to-devs, if I made a mod and u make a similar mod, then can I sue you? probably no if it's different enough and the concept isn't unique enough to copyright (if it is my own IP then yes I can sue you), so same case with Hytale, I can't sue them unless I have the IP of the content, which I don't, and if I do create my own IP, then I'd 100% not want them to add it, that'd be straight up stealing
That you don't have an LLC or a business that makes revenue.
what do you know about that anyway? ๐ either way that has nothing to do with the conversation, because I was speaking in hypotheticals
if you don't understand this, you and I have nothing further to talk about
Trust and S Corp. : )
you can if your mod's code is licensed and I stole your code, because I don't own the right to your mod, other than using it for myself, unlike Hytale
now the real question is what the real reason Hytale has it in their ToS is - doesn't really matter what we conclude in here, because it ultimately is a "trust me bro" kind of case (if anyone was around for that LTT drama around the "trust me bro" warranty) ๐
all I was arguing is potential reasons why someone might want these things in their ToS
Here I took your username, lmk if you want to buy it from me.
Nozemi
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I'm good lol
Reselling of accounts is forbidden.
I was only joking
already have a name for my account ^^
I'll simply pretend to be them and create a mod that'll get a MORBILLION dollars
idk what you're getting at here lol, all I was trying to do is make an argument about potential reasons for including something like this in their ToS
all you've done so far is try to annoy me ๐
My point is I took your name and don't plan on selling it
fine with me, if you want to have my name on an account ๐
Their lawyer put it in the ToS to avoid as many lawsuits as possible (see the arbitration clause), what I am arguing for is that it should be removed, and the counter argument of "but then they can't add X content" is just false
If someone yoinks my actual code, then yes I'd have issue with that (same with EXACT texture/assets), and if Hytale does it, I'd still have an issue with that for stealing my OWN creation, if someone (or Hytale) recreates their own similar thing, then I can't do much legally, unless it was my IP, and if it was my IP, then I don't want to give Hytale rights to it
Imagine I make some fancy super heros with backstories or whatever and create a mod for that in Hytale, there is no reason for Hytale to "let's add these exact superheroes he created", that'd be infringing my IP, which is not ok
So there is no case for reasonably preventing them from adding content, the only thing it does is prevent some lawsuits in the gray area of u just added something that is very similar to what I added (like palworld/pokemon, in which case it should go to court to decide who is right/wrong), and those gray areas are very unlikely, bcz normal people usually don't have the budget to sue a company
You aren't thinking from a shareholder's point of view.
Luckily Hypixel Studios isn't a publicly traded company with shareholders that only care about profits
Why would I do that? Hytale doesn't think that way either, Simon clearly didn't do this to profit
To personally finance for the next 10 years the ownership was split with Simon having vote. The other names on that LLC formation also have spent money.
Do you think they also don't want to profit?
yeah, I personally agree with you, but I'm also not a business owner - knowing what kind of crazy cases has taken place throughout history, I want to leave as little as possible up to the faith of others decisions
but end of the day, regardless of them having it in the ToS or not, it doesn't change much, because as you said, a person doesn't have the budget to sue a company anyway
and if they start to outright steal mods, it would likely be PR backlash from it, if all they did was just take someone's mod and incorporate it into the game, changing nothing
he also didn't do this to run out of money, but it's not in our interest for him (or Hytale) to run out of money either
so if we don't trust that they will do what's right, despite what's in the ToS, why are we here in the first place?
I would also not make mods for the sole purpose of making money from them, so if Hytale wanted to incorporate my mod in the main game, it would be fine by me - although if they outright took my code and assets without changing anything, while it being a compliment, it would kinda be a bummer at the same time
end of the day it's not really any easy solution when it comes to any legal stuff, there has to be compromises somewhere
Simon has said he'd pay for mods and offer hiring the dev(s)
They didn't do this for profit? They may not say it, but it was clearly profitable business from the start, that does not mean they are not enjoying the journey, I believe they did it also because they want players to have the game and gain respect and feel good about it.. but there's no way it wont be profitable, you would have to mismanage it very badly..
Also right from the start we know the game will cost some money, and they plan to take 20% cut from every server.. so like how in what universe this wouldn't be profitable.. the 20% cut is profitable so much, that the game could be basically free - which would be better decision, because there would be more players, since again half of Europe will have cra*ked version.
The 20% cut is a worst case scenario. They won't take anything for the first two years
Also right from the start we know the game will cost some money, and they plan to take 20% cut from every server.. so like how in what universe this wouldn't be profitable.. the 20% cut is profitable so much, that the game could be basically free - which would be better decision, because there would be more players, since again half of Europe will have cra*ked version.
if that is the route they take, it will likely mean that the game is free, heck for good PR they might even refund anybody who bought the game, because at this point they could probably afford it (assuming it takes off to anywhere near as much as Minecraft did)
They could do it from the start honestly, and make the game free.. because I can already see that no server in Czechia/Slovakia will support paid version, I own one czech/slovak serverlist with 1000+ minecraft servers and not single one of them is for players that have bought MC, all of them are war*z.
taking a 20% cut from me having a server isn't really all that bad either, the alternative would be Minecraft or making something of my own, which both come with their own set of drawbacks
They might also just take 5% or even like 1%
We don't know ๐
We also don't know what service they would offer
Cosmetics, overriding them to fit the look of the server as the FAQ stated on December 3rd.
yeah, in either case I'm not in this to make any money anyway, so to me personally it doesn't make much of a difference anyway - and in the event I were to make money even remotely close to a significant amount, I wouldn't really mind the 20% cut if worst came to worst
after all, I've been provided a platform to make money off of free of charge (well, I paid the price of the game itself), and I spent time to develop plugins/mods possibly, but I didn't make the core game itself, and also the community that comes with it - all I have to do is stand out from the other servers
if I made my own game, it would mean making those same plugins/mods, but also the game's core and everything, would certainly cost way more than 20% cut for a very long time, if I could even manage to make it profitable
Depends on their moral compass, but it will be likely something closer to 20%, because there would be no reason not to do it.. which is still OK I guess, but the higher the number, the higher the chance that server owners come together and create it's own open-source Hytale clone, which was exactly what Hypixel did to Mojang after they enforced EULA and they lost 80% of the revenue.
because there would be no reason not to do it.
There would be a reason not to do it: money is tight on servers' end
it depends on a lot of things; how much profit they make outside of that cut, how much money they need to make their visions a reality, how much money they want because of, well, reasons! and lastly what they can get away with without losing playerbase
it's gonna be a decision that factor in things like that to a balance that makes sense to those who make these decisions, so it can definitely vary in who wins and how much they win
but a long term healthy product, is one where your customers are happy with said product, so they get return customers, without that, you don't really have a product either
Emphasis on revenue because 80% of revenue, just not profit, is tough
in an ideal world, they would probably like to make that cut based on profit, but in a realistic scenario, there is just no way to actually do that
whether I rent your server farm for 100x its price for example, while you rent my developer team for 100x their price, we'd effectively manufacture costs that aren't real, but appear real
possibly not good examples, just examples to make a point
not sure if this is what you were getting at though fwiw
They would not. They would calculate CM not the full revenue.
Idk much about it tbf, I just know basing it on profits alone is gonna be hard
and lastly what they can get away with without losing playerbase
Maybe this will be the most important thing, because we can only guess.. what we know is that years ago Simon sold the game to Riot for millions, and we all know Riot and what the game would look like if they finished it, and how quickly it would vanish. Also they are posting updates on a social network (x) owned by a n*zi who supports dictators and far-right movements in EU, so like so far it looks like their "moral compass" is doing 180, but I honestly hope they make decisions based on what's good for everyone, not based on what they can get away with.
You can't calculate it based on revenue because there are 3 products for prepurchase and cosmetics which we can't purchase yet.
You would need to calculate each contribution margin per product and make a decision off of that.
That's so true we shouldn't be passive, waiting for hytale like last time and demand it. Especially for unethical crap
oh you're talking about the decision on how big of a cut to take from servers? not what they base the cut off of?
Server cosmetics is subject to that cut.
yeah
that makes sense tbf, it's not sustainable to individually check what each server owner makes, you'll most likely have to derive it from numbers generated in your own system
well, lots of people post on various platforms, at the end of the day, if I was a business, I would post on the platforms that reached the biggest amount of potential players - unless the platform was proven to be tied to serious illegal activities, then I would perhaps consider to avoid it - but then again it would perhaps not be the right platform to market a game on either, at least not one that I would make ๐
unless the platform was proven to be tied to serious illegal activities
Well twitter was bought with money from Russian oligarchs that helped Musk to liquidate and in return they wanted to boost far right propaganda, so there is that..
yeah, but none of this really conclude much about users on the platform
personally I haven't paid attention at all, but I also don't use X-Twitter
And I'm not saying they support such things by using it, maybe they are also not aware or live in an illusion from the popular podcast "intellectuals" who thinks how Musk is genius.. and also lot of companies are using X, it's just I don't expect to have moral compass from a lot of companies.
Factions is gonna go hard on here
all I know for sure is that Musk has done something right ๐ further than that I don't know anything other than him making a clown of himself from time to time, but as do I and most other people - I don't have the best impression of him as of late, but more importantly I have no idea to what extent he deserves credit for his and his business success
He can sure motivate people very well, so he attracted very smart people around him.. but that's not important :D this would be long discussion.. I take posting on X just as necessary evil, because of that game will gain more traction, so in the end it could be cheaper.
if I didn't personally believe the team behind Hytale had the right intentions, I wouldn't be here, and I don't really want to base my decisions on speculation either - either I trust something or I don't
would I base my future on living off of Hytale? no, most definitely not, we don't know nearly enough yet, but would I trust that it's worth paying the pre-purchase price for? yeah, I do, because I have no real reason not to at this point in time
and more importantly, I wanna have fun making my own server, mostly for myself and friends to play on
Well, starting with rich parents helps a lot
sure, being born smarter than the average person can also help a lot
being born with a desire to make money more than a desire to be moral can also help a lot
many things do in fact help a lot tbf, but everything comes at a cost of something else
Same applies for me, I already bought the game and I have server hardware ready (bought on black friday).. I'm happy to explore server API and can't wait since I start writing plugins, which could be advantage against other servers, because most server I know are just downloading and configuring plugins, rarely I see something original.
Although I want most of my plugins to be open source
Linux is probably a good example to use, Linus Torvalds no doubts made something really good, but him alone wouldn't be enough to make Linux what it is today - but he did provide a solid foundation for people to build on top of
but how much he can take credit for what Linux is today, idk, but from my impression, he doesn't really take that much credit for it either - he just wants to develop his own kernels for it ๐
yeah, I was actually wanting to make a Minecraft server, then Hytale happened, then Hytale didn't happen, now Hytale is happening again ๐
my idea was to make plugins and stuff that made everything feel more consistent than the average server that just downloaded all kinds of random plugins and barely had a functional website
the idea wasn't really to make a big business out of it, but if that happened, then it happened, the only goal was to have fun with it
I had MC server from 2012 to 2024.. once with 500 online players, I also thought I was done after that I heard Hytale is cancelled, because I had plan on making Hytale server, since I'm no longer interested in MC
yeah, I used to run a Minecraft server with a friend, think it was from like 2011/2012 to like 2015/2016, we peaked at around 60 players online and had 20+ players online at all times iirc, so it was by no means a big server, but it was big enough to have potential to make some money at least - if not enough to live off of, at least enough to get some extra pocket change ๐
we never monetized it though, we didn't really think much of it at the time, nor did we have the know-how to get it done even if we wanted to, and I didn't really think to look into it either
I fell to my knees when I saw the unfortunate news
I kinda saw it not going anywhere when they decided to do a complete engine rewrite tbh, and when they did it the second time, I completely gave up, some time later, we get the news that it's now cancelled ๐
I wonder what dummy decided to rework the engine
they had the hype, but lost the hype due to taking way too long, and effectively killed the game
Like it seems very complex with java already. Why rework it and make it work cross platform?
I monetized server in the early days, so I made some money to start my life after 18 (like to pay a few months of rent :D), but after that I didn't try to monetize it again and I paid it out of pocket for a 6 years and then closed it since it was draining when it took me a day to investigate and fix some dupes.. and it was no longer worth it because I have demanding job
It was designed for failure. Tried to fly too close to the sun
they possibly have more experienced developers, and most definitely bigger budget and bigger team, and perhaps their devs have more experience in other areas than C#/Java, so it made more sense
and with them being a bigger company and more budget, they perhaps wanted to make something more "up to par" with their other games
but then imo, they failed to realize that Minecraft happened, and Minecraft is relatively unchanged since it came out over a decade ago ๐
๐ Wish my next hytale projects become monetized so I can live from it
Though I am doing it for the content not the monetary return. But it would be lovely to make sum ๐ญ
yeah, that was effectively the end of my Minecraft server career as well; my irl job
when I was just in highscool, it wasn't as much of a problem spending my spare time doing it, but having an actual job makes for a lot less spare time ๐
Doubtful they had "more experienced devs" considering they didn't deliver anything in the span of 5 years
You can have best devs in a world, but when you have manager who tells you to rewrite engine to multiplatform, there is little you can do about this.
I am really hopping the server API is smooth as f and let us create awesome things without needed high iq
I don't know anything about the developers on either side, but there are many reasons things turn out the way they do, and it was probably not on the developers - it was probably some manager who made some decisions and the developers just had to do what they were paid to do ๐
Yeah 100% not a dev issue
But again, an experienced team would tell you that it's not possible in the timeframe that you want
Unless they wanted yes men (probably the case the project failed)
my guess is that someone did tell them that, but nobody wanted to listen ๐
Yeah, I mean did see noxy was making 500k a year. So it's probably mismanagement of funds
There are some posts by ex-Hytale staff when the announcement that the game was cancelled was published.
They give some insight into the years during engine rewrite
I've read some of their logs and they were absurd really
Apparently very toxic (just giving additionnal context)
yeah, and when the hype died, they probably couldn't justify to the shareholders spending that much money on something that's effectively dead
Yeah, they had spent 80 million minimum and where requesting 100m + to continue
They tried to change the world overnight but forgot that the only way to change it is step by step
I actually interviewed for a job at Hytale ๐ I didn't make it into 2nd round of interviews though, but I also have 0 experience with game dev, and not an extraordinary amount of experience with other development either, especially not at the time (was back in 2021 I think)
But I still wonder how engine rewrite could take years.. I thought the game logic is running on a Java server internally, so your game logic stays intact, you just do the user interface for displaying things.. like I thought you won't change how map is serialized on the disk etc., "just" the graphic
Is mining a thing in Hytale?
The whole engine, not just parts of it
yes
Engines take a lot of time to create
It wasn't just an engine rewrite, it was also adding cross-platform support, so probably very tough requirements for the new engine
So even server part? Because that part is in Java, separated from the UI engine.
Yeah but we are talking about a voxel engine here. Not some gta 6 type graphics that allows you to mod the whole game
I want to contact the studio
I think the server part was also up for rewrite, that was the whole Luau thing
wasn't it first engine rewrite, then another part or full rewrite to make it cross-platform support?
Yes even the server part
Can't they just broadcast packets to a server and translate them via a client?
they can, but I wouldn't want to maintain a full separate game client for every platform, that would be a nightmare to make consistent accross platforms
Well the server part alone could take years.. which is weird.. because server part is in Java, which is multiplatform
What exactly is cross platform support other than that man
The C# client at the time was not cross-platform
Like it doesn't seem to me like some insane thing that takes half a decade to code
The goal was not to have people use Java, it was to have a whole scripting system similar to Bedrock edition (but better, probably)
It was made with .NET Framework 4.7.2 and used windows-only libraries (on top of .NET Framework being windows only)
Though outside of technical implementation, there was also infinite scope creep. It also sounded like there was a lot of mismanagement and lack of motivation among the team due to ideas being constantly shot down by leadership.
And bigger teams tend to move slower
yeah, I think things just added up and ulimately killed the project
is there already any info about creating for hytale?
yeah, they posted stuff on the blog about it
There is a blog post about modding on the hytale website
What Riot didn't understand is that Hytale will be played by the same community that played Minecraft, which started as PC-only game.. so they shouldn't care about multiplatform, and they could always rewrite engine later with separated team and keep the server part in java, so plugins/mods still work between engines
hytale modding strategy and status blog you mean?
Hm, Riot might have understood and that also prompted the engine rewrite. They might have wanted more than just the Minecraft community
problem with that is then the game would be released and need maintenance, effectively requiring them to have a separate team that was writing the new engine alongside the current game, and scope creep as the live game grew
I don't think it was an easy decision to make at all really, it might to them have been a case of "damned if you do, damned if you don't" and end of day they just have to go with what they thought was least reckless
Riot also don't launch games that they wouldn't support much or kill off quickly. They don't release games often, but when they do, it is often a fully fledged product with a long term commitment behind it. Launching an unstable Hytale (or an incomplete Hytale for that matter) might have been a no-go in their books.
Minecraft is the #1 best selling game in the world ๐ญ wdym more than that
There's no more
Well, I meant Java Edition community. They would have wanted something like Bedrock edition, aka crossplatform
Def the case
Could also be the fact the economy tanked, so riot stopped the funding to focus on other projects
They are working on their own mmo rpg afterall
Yeah the games industry in general has been doing pretty poorly after Covid stopped being a thing and people went back to their "normal" life
Yeah and hytale was purchased during covid mania
Tons of reasons but we will never know...
I am glad we are here today... able to buy the game and play!
A pandemic is among the few things that could boost your sales by a lot in the home entertainment industry lol
Minecraft also had a huge glow-up during Covid
Imagine if they had just released in 2020 before Riot acquisition
Then again, we wouldn't have the current combat and such
And who knows who had control over the game back then
We don't even have the current combat ๐๐ it's not current yet
There were investors and such
I mean, we have the gameplay video ๐
I think we're better off than we were, because of the promise of no investors
We have 10 years now, and they're a pure intentioned 10
Not under stockholder obligation or anything like that
Hi, about the start of hytale, someone is going to buy a host server? i'm a game dev so i know about 2D sprites, modeling, animation and programming as well, so i going want to start hard making content for the server i'm going to in. Preferably on servers hosted in Latin America, the United States, Canada, or Europe.
I have some dedicated servers in Canada and I have a lot of experience with programming, so I will be doing server network if u want to join, or if u want your own server I could share some of the hardware, I will have tens of GB ram free so we could negotiate some price that's better than some hosting providers (ovh game anti-ddos included).
When I had minecraft servers I had minigames, survival and creative.. and all the minigames server had were programmed by me from scratch (skywars, bedwars, oneshot, murdermystery).. I have also open-source framework I build my games in at github(dot)com/MinecordNetwork/Gamesys, in that github organisation there is also open-sourced OneShot and MurderMystery I wrote
I know that a partnership with some hosts has already been announced for the creation of servers on the 1st, but could any dev help us create an egg for pterodactyl and pelican?
Worse case just use the generic java egg
I bet it will be on the official eggs repo pretty much immediately but yeah the generic java egg will work too
Parker/Pelican supposedly will have it ready day1. So worse worse case just wait a bit. But generic java egg is all you need with 25 yolk
i send you a DM.
has anyone heard if we will be able to add new zones with the modding tools at launch? I have spent an incredibly unhealthy amount of time, driven by neurodivergent special interest and ADHD hyperfocus, writing 15k+ lines of code for a Minecraft mod I never ended up releasing that is basically meant to add a new zone (it wasn't modelled directly after Hytale, but I now realise that's exactly the concept I was going for) haha. now I'm thinking I'd love to give it another go in Hytale (hopefully less code required, I already see things just in the trailer that I could reuse that I had to implement from scratch in Minecraft... the assets though, oof, I was proud of my improvements over time in just 16x scale, Hytale will surely test my artistic talent!).
basically my country, an island country, has a unique and isolated ecosystem and native culture, so a zone works perfectly to represent it - different biomes, but all with things in common, and otherwise having different animals and plants and people to the rest of the world.
(leave ping on if you reply, I don't wanna miss it)
No specific info on that, but they have said that the world generators will be very customizable
I would love to work with you creating content for a server, that would be great.
at the moment I think I'll mainly just be focusing on my mod idea working on the native environment of Aotearoa (NZ), adding animals like kฤkฤpล, kiwi, moa, Haast's eagle, wฤtฤ, pลซkeko, etc. and environments from Aotearoa like native forest and wetlands and fjords, but I can keep it in mind ๐
I wanna be positive. But as Covid taught the world. A lot can happen in 10 years. Simon might realize he wants to start a new family with Tibetan monks and give up development
Seems good, It would be nice to see it in Hytale. If you want add me to friends and we can discuss about content creation for hytale later, developing a well-made server requires talented people. ๐
Hey that could be next year!
now you're making me want to go start a family with a handsome Tibetan monk /lh
how will modding work in hytale ? will mods be auto-downloaded when joining a server, or will they need to be downloaded client-side
Auto downloaded. Read their blog first on the Plugin Development
thx
hytale(dot)com/news/2025/11/hytale-modding-strategy-and-status
What servers is everyone planning on designing without giving away your ideas of course
Custom SMP style with sub servers that will be diverse different "games"
YO - anyone here have any insights into what the stability of the HyTale server runtime will be vs active player count? E.g when might I be looking to scale-up vs keep mono
it could support like ~200 - ~400 players with just 8GB RAM and a 8 cores of 3950X, 100% ||(i just made this up)||
I hope you spill your next coffee
I was gonna say - Where did these wild numbers come from. ๐
jokes on you, coffee gives me tummy ache
With 56 players and 3000 NPC it starts to "misbehave"
Source?
Silkey
Thx babe
Oh god, now I wish I gave a sarcastic response
So probably no main Hypixel server at launch
Hey, anyime sombody asks about docs or asks a question that was answered two messages up can you just do this?
OH SHOOT I DIDNT REALIZE I WAS IN AN ACTUAL INFORMATIVE CHANNEL LOL
Likely not, they did state there will be something, but I doubt day 1
sorryyyy i thought this was something like general
Well it hasn't been for like 2 weeks!
lol i'm not active here, I just came to see whats up
Welp you plan on developing anything anyway? ๐ - I don't I just enjoy sitting in here answering the same 3 questions 3000 times a day.
yup, I'd like to transition from a MC server to a Hytale server
and I develop plugins for my own usage so yeah, I kinda need to know whats up
Awesome! Cool! Welp join the rest of us! ๐
java.
java.
java.
Java
java.
ahhh, yes, resigning myself to more Java, heh :p who knows, maybe Kotlin will work and I'll be able to try that language out for at least a bit of variety
I am just waiting till I or somebody makes C# bindings
honestly I just want more syntactic sugar for it to feel different ๐ like enrichment for a zoo animal (I am the zoo animal)
my brain can only do so much Java before going numb
like I don't even care about any valid complaints about Java as a language anymore, I just want a change of scenery
make a LLM in python that codes java for you
just use unsloth on something that you can run, use unsloth to train the AI
Anyone know what specs a hytale server would need
no, they haven't published data on that
heck, I want to get my VM ready so on day 1 my server is ready
Mostlikely windows and Linux support for the server, mostlikely will expect same way as Minecraft
yeah it'll run on Java 25
I'd rather get a time machine and employ 9 year old me learning Java for the first time than ever use Python or an LLM ๐ /lh (light-hearted)
I just used cursor to create a script for checking availability of usernames from file
First try it worked
Faster than I would have been able to type it
Usually I don't like using AI but in this case it was useful for a one off task
will we be able to create our own servers? or will we need a host to create servers?
You can host your own servers similar to how minecraft is.. they'll provide server files for us.
thats great news, thank you ๐
If anyone is interested in playing a day 1 anarchy server, dm me ๐
need some help clearing stuff up, on a blog post back in november they said there would be no scripting at all in favor of visual nodes, but now i'm reading about java stuff? are they treating core server stuff differently than server gameplay additions? the line is kind of blurry
Java for server-side development. Like making a command do something. You can add new elements to the game using the other method.
We dont actually know either. So far very little to no info
Yes definitely
i find it kind of funny how they criticize having to juggle two languages with scripting languages, but then still make you juggle java and visual scripting
Uh? You can stick to one only
Visual scripting is an easy method for non developers.
but if you're developing both server plugins and stuff that needs to run on the client, you need to use both
Uh?
There are no client mods, only server.
The nodes are just a nice interface/faรงade for the Java code. If you know Java, you can just do Java code.
when you actually get into the details, things will need to interact on the client, according to a q&a a few weeks ago that's what visual scripting was introduced for
Where do you see that?
ctrl f messages from Slikey and look for "q&a"
Slikey (Tech Director): You will NOT download code. We want to NOT expose our community to "remote code execution" exploits. It is sandboxed. Right now all you download is configuration and assets. We plan to resolve some of this using visual scripts which is fully sandboxed.
Yeah I see. But with the question in context, it's not exactly clear to me whether there will be code on the client
Considering we can make our own nodes, it would go agains't the remote code execution concern it answers to. Although maybe they will allow some level of scripting for the client for predictions and stuff
But then again, to the original point, maintaining a scripting language on top of java is different from a node graph
i'm guessing there's gonna be some protocol to read from the server what nodes are available, and when the client has that node invoked then the server sends down the corresponding response
Maybe
Really the biggest problem about mods right now is, in my opinion, how the prediction stuff will work
But just having Java + visual scripting via nodes is different from having Java + scripting language
I see the visual scripting as more of a modding tool for non-programmers than an actual language.
Because utlimately, the nodes execute the Java code created by the programmers
what do you mean by prediction?
Client side prediction is a technique to make the game feel more responsive.
Basically, let's say you have a mod that opens a new UI when you click on object X.
If the mod is on the client, this happens instantly.
If the mod is on the server (which is the case with Hytale), then the code needs to do a roundtrip to the server which has latency (ping). So if you have a high ping, you will see the "lag" when the UI opens.
Client prediction is to basically let the client open the menu without the server having "said" to open it yet.
If an ECS is used this wont be an issue. They give you the components, those the client can predict and server can reconcile. This does solve that issue.
Uh?
i don't think they're taking server-first this literally
I'm not sure to understand 100% sorry
I think they are ๐
But yes, there are assets that are on the client. For instance, mob behaviours are in JSON if I recall correctly. Those can be sent to the client and be interpreted from the client correctly
i'm pretty sure they'll have a traditional server-client architecture, the client part will just be more locked down but it will still be as responsive as any other game client
Client movement and perspective should not be changeable by server plugins
It should be consistent across servers
How will anticheat work without this
movement shouldn't be changed by server plugins? that would ruin so many potential custom gamemodes
What do you mean? First of all, there is no anti-cheat. Second of all, we have already seen those can be changed in the trailer
I'm just waiting for a Assassin's Creed like parkour mod ๐
No your good!
If I make a anything using siad ECS than I use their fundamental system that by default has their networking tied. This is the benefit to an ECS as it basically is as primitive as you can get. You assembly this primitives into your vision
You want to make a glider? Create an entity with a transform component, that already has the movement and replication and prediction logic. Client and server understand this. (Making your own primitives/"systems or compnents" is where it gets wonky.
This is a solution to that problem. It may not be theirs though.
How does that apply to the menu example I gave?
Like, how would the client know to check if the player is allowed to open the menu?
It doesn't. Menus dont need high response. That is client displayed server validated.
the visual nodes will probably have stuff for this, like if you've ever used blender nodes
But I think I get your ECS thing now
Server doesnt open my menu, I open my menu. It just checks for that key press, its an event.
Visual programming stuff is stated to be a ways of unfortunately as far as I understood.
Uh? My example is I make a mod that when you click on a block, it opens a new UI (modded in the game)
that's the direction they're headed though, so still relevant nonetheless
The client can have the assets and probably also the event to open the menu, but only the server could validate whether it can actually be openned
We'll see
Hey, what edition of the game did you guys get? (I got Cursebreaker)
Curse Breaker.
that would be stupid if it were implemented that way, so i doubt it
Waited 6 hours for my spinning icon. It finally allowd my payment.
Do you understand networking server client for games?
At least, single player will do well lol
No latency ๐
Adventure maps will be awesome
there is zero advantage to having the server validate client side logic
Ahh, so you dont. Understood
The client wouldn't know if the player has the permission to do something, that would be the server ๐
???
The client can tell the server they have done something (clicking a block) and then receive an answer from the server (open a menu)
Any game you have ever played given its a sizable game or competitive. (Multi-player from the ground up) is server authoritative. This means the client is always validated no matter what
so you're saying in a game like cs2, the server tells you when you're allowed to open the settings menu? LOL
Why not? Otherwise I could just teleport my client across the map
The server can deny you that. Yes
The settings menu is in the base game, not a modded menu
i'm pretty sure physics are server side only
You require client side physics for responsiveness
If that were true movement would lag
that's how every multiplayer game is
?
Server authoritative movement refers to the systems inplace where anything you do is requested. The server grants your request. However in the meantime your local client is executing that same code. But this local execution is not sent to the server.
This is why you require the validation. So your client must still simulate what the server is simulating.
Effects, ui, etc is usually sent from the server, unless triggered by your local client for your local client (which the server can still deny given the developers choose do allow such)
I don't know about other games but it's not how Minecraft does it
Rubber banding is a symptom of client side prediction with server sync
Example is my client movement prediction is out of sync with the server so the server teleports me back to correct position
Correct they bolted multiplayer ontop of single-player. Bad choice on their part.
right, because physics are done on the server
The client predicts, the server verifies if it makes sense
(yes it does the physics too)
i know how all this stuff works, don't worry i don't need an explanation
Your not explaining it correctly. It sounds the opposite
Edit to respond to your reaction: Your explanations are half of the equation. Yes the server simulates physics. However its not just the server. Your not giving the entire other "important" half
Makes your statements sound like the server does ALL of the work.
the other "important" half is the client replicating the state from the server, there's no validation there
How do you think the client replicates the state from the server then
if the server controls where the client is supposed to be, what would it need to validate?
Input sent to it. Validation is just logic. Its not special
"Is input W?" "Yes?" Move forward.
This is all of the validation you need on the server.
Hold up. I read that right? How does it run? I cant think terribly. But what's the FPS? ๐
Reminds me of Raspberry Pi...
is there gonna be full server plugin creation documentation?
i don't imagine many people would get very far without documentation, so
God we hope so, but likely not on release is what many here speculate
Not at the start because they haven't had the time to do it yet
The code will be shared source soon after the launch though so that's already something
Will backend systems using lua to connect via api to interact with the Java system work in theory
as long as you expose the required apis, any language would work, assuming they actually allow you to use java to write server stuff
i'm thinking of implementing a webassembly runtime into a server plugin to allow for the use of any language that can compile to it
If they do itโd open up a lot of doors, Iโd hope that is implied with the graph system but we will see
yea it's looking like it's a complete guessing game at this point until they actually release
It will have documentation but it won't be 100% complete
They already mentioned that
Hytale REST API instead of java ๐ฎ
๐ญ that would be awful
Why
http is super slow
I don't know about that honestly
Yes! This is always nice. Not only languages, but sandboxing benefits aswell.
honestly i don't really care too much about the sandboxing benefits, but it is nice that it's there
i just want to be able to use rust to make hytale stuff ๐คฃ
I only want to change the game completely
I with C#
Even if they lock us using c# only
Like it shouldn't be hard to learn c# anyway. Considering we have LLMs
have they explained why they chose java to make their game server over a lower level language?
Team understanding
Some are talking about native ports to C#, Rust, and C++. Others are thinking of adapters.
native lower level game servers would be killer, they'd be able to handle so much more throughput
i wish the client was more open too, but i get their insistence
it just would have been cool to implement a renderer using webgpu or something so that hytale could run on all platforms with much less work
modding in a lower level language, rather not
i don't think it would be too bad
maybe not c or c++ because those are terrible languages, but rust is awesome
Injecting dynamic lib is kind of pain in the ass, modder need to build for multiple platform.
Scripting language like Lua also not that good either
Only possible way I find that Rust community like to use is WASM
rust is overrated
yea dynamic libs are definitely not the way to go these days
webassembly is the future
from experience it's the nicest language i've used, i get paid to deal with higher level languages like lua python and javascript and they're awful to use
id literally rather write c++ than rust
Only thing here is I doubt any would be feature full. I feel either they would lack official, or build for reasons servers define and no more. Its a lot of work, but maybe a community can keep up. Unsure.
yea that tends to be a common thing with community led projects
Agreed. Thought C# is it for me. Rust is just a little low for my tastes. ๐
i find that everybody who says this prefers c instead of actual c++ ๐คฃ modern c++ is terrible
dont think theres much diff between low lvl languages and java, no reason to remove all the great features of java
there very much is a difference
I would argue there are major reasons.
like what tho
jvm is way less optimized than languages that compile to machine code
nothing beats llvm
plus i could argue language features and such for the rest of my life lmfao
Even C# being able to shed its GC and manually manage its own memory sti having to pass through its IL is not enough for some reasons you'd want to use lower level languages.
@daring lodge just curious, have you ever used c++ versions past c++14?
yes
so then you should understand just how much tech debt c++ carries
Thankfully you are not allowed to touch the client ๐
Honestly its 2025, every hardware is forgiving
this isn't really a good excuse, if the jvm runs fast on modern hardware, imagine how much faster machine code is
unless we are talking like 100% and 200% performance enhancements
JVM isnt all that bad, but it still carries weight, nothing it cant handle for games unless your at the AAA level of development.
It's a 30 year old language afterall.
Maybe AA
The positives
It's 30 years old
The negatives
It's 30 years old
Ofc there are better languages but will they survive as long as java?
there's a java vm jit using llvm
There will be a good handful including my own.
Oh yeah. ๐
also graal vm (aot) is a thing, graal also has an llvm bitcode backend so like ๐คทโโ๏ธ
with how good modern compiler optimizations are, being able to compile to SIMD and its various extensions and such, i'd never use java in any meaningful capacity again
that's cool
I feel performance isnt everything. But it depends on your work of focus. I use C# because I as a solo developer will never pull anything that requires rust level of performance (I can't, not anything meaningful) C# and Java are a happy balance.
Plus I work for a company doing AAA level game work in C#
java would run as fast as any other language if u tried to optimize it fully, but it adds to much nice features for a modding community
it isn't, but it's a very good "nice to have"
Yeah! You have a valid point. Depends on the trade offs of course.
Very much so. I dont know its performance capabilities, I know C# can get C++ level of performance (if you know what your doing) haven't looked into Java thought. Likely the same. Or at least close.
i don't see exactly what is so special about java
Reflection is one
classloader, run things at runtime
^ yeah safe runtime extensibility is one
Its vulnerability count is quite special if you think about it ๐
Is Java able to be sandboxed? I heard recent versions removed true safe sandboxing in preference for wasm. Is this accurate?
I think there was something called SecurityManager in older versions, not sure if its still a thing, but it allowed you to limit what can be done and throw an exception up
SecurityManager was a nightmare to maintain for both Java and Framework makers.
They decided to nuke it because all modern systems ship basic antivirus that does the same work at OS level. Like "you should not read that" "you should not access this other process", all antivirus and os do it better than the programming language
Really good performance close to native, mem safety, scales good, widely used, fine concurrency models, tons of libraries, backward compatibility, cross platform compatibility. List goes on
Java, depending on how you write the code can also reach C++ performance.
Small or not so complex methods/loops are optimized by C1 (all platforms/os) and even further by C2 (x64; arch64). Intel did a lot to add intrasics to the jvm
Yeah I didnt think C# was special here. ๐ I just wasn't sure
The problem with java is bad syntax, but thatโs why kotlin is very nice or even scala
Cozy syntax you mean, feels c cozy to me.. ๐
i won many contests for fastest algorithm code in java when ppl were writing c++
I like kotlin syntax for tiny/medium projects but when it comes to maintaining gigatinc projets I prefer java xD
And this is why i cant judge languages. Just because it says fast, means the user can make it fast
meh
honestly every modern language could claim any of these
Well if the game is in java you will be able to do kotlin mods/plugins.
Also with GraalVM and polyglot you could write in many many languages and share objets accross them like it's the same language.
Like?
It compiles your code to an IR and then the graal compiler replace C2 to execute it ๐
Well if you want to tell us why Rust is so special I would love to hear!
python and golang are the first that come to mind
ThatsBait.gif
you get to 1v1 the code in the rustrover, its like the ultimate code battle royale
Guys guys guys: I've just told you could use whatever language you wanna use to mod. No need to argue ๐
i was gonna say javascript too but it's singlethreaded unless you fiddle around with nodejs's process stuff
thats just not correct
Golang sure, but python is slow and not comparable, not typed, and just eh imo
How so?
no language is as smooth as java with just being able to load, change code at runtime
Where I come from we say python is for prototyping
This was purely a java thing, it is why java got big!
The GC alone makes the performance worse than native vs languages like Rust/C/C++ no warms up required
Java concurrency is just heavy weight threads
GoLang would be my first choice for making a server ngl
but modding would be impossible in golang
Modern language versions you can shed this weight. So it is true you can get that level of performance it just takes a lot of effort.
They have green threads. Golang has a gc too. Itโs still close to native performance with Java in a lot of cases
Web Assembly
Well the warmup is because of compiler.
GC is just to reclaim memory and has nothing to do with warmup ๐
And virtual threads are goland goroutines and kotlin corouti es
You cannot compare performance of Java with something like C (which is what I assume when u say native)
web assembly is kinda hacky for this kind of thing unless your writing wasm urself
You really can
I love my Golang but the reality is that Java really shines with being able to build plugins.
I thoroughly believe that Minecraft modding would never have taken off this way if it had released in C++ or similar
Web Assembly is what is becoming a new standard, its developed for this reason. ๐
There are even times where Java can be faster than C
where do i even start, traits are integrated so well in the language and the standard library, often times you'll discover many built-in shortcuts like being able to convert Vec<Result<T, E>> into Result<Vec<T>, E> and vice versa
That's very true..just looking at skyrim gives an idea how it is awful
rust enums are also great, many languages have actually been stealing the functionality
Exhaustive case matching for error handling ๐คค
yes was just gonna mention that
Monads my beloved
just write haskell
pattern matching is also a feature being stolen by many other languages, java, c#, php
Haskell is real asf, I love lazy evaluation
okay see urself out
rust macros are also on a whole other level
I cant argue your points! Does sound like some huge benefits.
there are libraries that let you write html in rust
like not just string literals, but actual html
Zero cost abstractions on things like iterators
#[component]
pub fn SimpleCounter(initial_value: i32) -> impl IntoView {
let (value, set_value) = signal(initial_value);
let clear = move |_| set_value(0);
let decrement = move |_| set_value.update(|value| *value -= 1);
let increment = move |_| set_value.update(|value| *value += 1);
view! {
<div>
<button on:click=clear>Clear</button>
<button on:click=decrement>-1</button>
<span>"Value: " {value} "!"</span>
<button on:click=increment>+1</button>
</div>
}
}```
yes and they compile straight into SIMD instructions, it's so good
rust is good for some things, but just trying to shove it down every project is just not gonna work
Yeah, most languages are in this boat. Although there are some very determined people.
it's worked so well for everything that i've tried
When you get low level and have to use unsafe blocks for everything itโs not very worth. Otherwise sureeee
web development has been wonderful ^, i can also write renderers, i can fiddle around with operating system apis
There are a few "universial" languages. Okay at almost everything bad at specifics.
Java, C#, and JS tend to fit this model. They can do almost any app, but fail to out perform tools built for it.
Generalist languages.
What framework is that? I've been working on a project with egui targeting wasm for a website
unsafe spam is overexaggerated
leptos, it's modeled after solidjs so it uses signals instead of re-calling your function every time like react does
?
if you've worked on any serious project then it's just a bit of wrapping some basic accesses/mutations, then you never really need to fiddle around with it again
Point is it defeats half the point of rust if Iโm wrapping everything i need to do in unsafe calls.
if it becomes a problem then there's some major decisions to reconsider lol
GUYS IF SOMEBODY DOES A SERVER GAME AND PEOPLE PLAY IT โ- WILL HE MAKE MONEY OUT OF IT?
safety isn't the only selling point of rust, but if it's the only thing that draws you to the language then even unsafe rust is safer than using c or c++
I just think rust is slow to work in. ๐ its not better for me for that reason. ๐
It is the main selling point of rust since the start, and it has grown since then. What keeps me away from the language is the bad syntax and fighting the compiler, and most things Iโm doing in low level languages require c libraries. Thereโs obviously good things in it but I find what I need in C++. Which can be programmed to be safe if done correctly
eh, only if you haven't modeled out your program state very well
Yall @cursive bramble @modest burrow @stray pasture
I actually like when the compiler fights me, it often points out genuine issues and it makes refactoring really nice. Several times during a refactor nothing works, and then it all works all at once when I work out all the kinks
maybe it was the main selling point a couple of years ago, but the language and its core/std libraries have developed very much
the abstractions the language gives you now are awesome, when i work in other languages i find that i miss being able to .map(|e| e.whatever()) or pattern match my way out of something
Maybe, but then again I have less nonsense to deal with and get stuff running faster, I dont like writing line for line, I use AI to write most. I am get output with little fight.
But I see and understand the appeal and use of rust. But I played the language game many times, and I settled on the all rounder for a reason that I had. And it worked out well!
Like try doing systems programming, rdma, unsafe ffi, and anything performance critical in rust. You will hate your life
i've done lots of that and it's been awesome every time
Like what?
Have you tried Zig? I've not, but I've heard that it's designed for C interop?
i've written a directx renderer and i'm working on a binary disassembler right now
Iโve tried a little. Yea zig looks cool, their meta programming is interesting. Language is def still very early stage tho
i personally like to get projects out not play with my code
Probably hated your life ๐
i've also reimplemented windows' LoadLibraryA functionality
I wouldnt say thay. I worked with Dx, Vulcan, and OpenGL. All were fun!
nope it's been awesome actually, most of the headaches in low level code have been bit manipulation related for me, and rust's iterator methods have solved that
Then again I like results and thus I like building tiny systems that grow one big one.
Iโm not saying that systems programming is why you would hate your life. Itโs just using rust for it lol
To each their own though. I use c++
I did some network benchmarking on rust earlier this year
Hated every second of it
And donโt plan on touching rust again until something forces me like work lol
Can we talk about C++ iterators and having to compare an iterator to end() instead of using something nice like an option type
We have std::optional now
i find when this is the case, people usually write their rust code like they're writing in the language they used before
No I was writing rust, how one would write rust iirc
Type classes, macros what not. Bad syntax
you have any public github repos?
Not in rust lol
i can't really gauge what you should improve on because i have no clue how you did stuff when you used rust
Donโt worry about it, I wonโt come back to rust anyways. Appreciate it tho
I think itโs just too late to go back now haha
you go through headaches in every new language
not rly, once i learnt one language, most are easy
They added ranges now
C++ and Rust are just a different beast tho tbh. Black holes that never end.
c++ wasnt that bad for me
each language has its idioms
or afleast my use cases
Thatโs easier to say till you actually start meta programming, using RAII, and taking advantage of the language. (Not saying you didnโt)
highly doubt you've gone that far
RAII isn't that hard to grasp, the real problems are SFINAE, all the ambiguous different ways to do things like call constructors and overloads, and dealing with all the tech debt the standard has accumulated over the decades
they tried to fix SFINAE with concepts in c++20 but let's be real, the people concepts were meant for aren't going to use them lmfao
they're a bandaid that nobody is really going to use
They will at some point we hope
concepts are inherently flawed too, i prefer how rust handles it with their trait bounds, being exclusive instead of inclusive like c++'s concepts are
even with concepts you can still run into SFINAE issues
I mean concepts and traits are just very different. Itโs a constraint checking system.
Predicates vs contracts
emphasis on bounds in trait bounds
only when the game is released
Binary disassembler for what exactly?
A plugin for autocraft ?
Is there any information about the programming language, or whether the game will have plugin support on day one?
Java, yes plugin support will be on day one
nice thanks
just windows binaries to begin with because that's what i have the most experience reversing, then i'm thinking of expanding onto bytecode formats of various languages runtimes like .net il and luau bytecode for funsies
i also wanna give a shot at writing my own decompiler, but since there aren't any good IR formats in rust i'm probably gonna write my own, it'll be quite a task but it sounds so fun
Sounds quite complex, I havenโt really done that much low level. I did lc-3 in university but thatโs about it.
Good luck with the development, going to be a long ride lol
it's not that complex, just tedious honestly
it's just a bit of pattern recognition, once you've seen a handful of things then you've seen pretty much everything
Vineflower exists ๐ (at least for the java server side)
that's written in java though ๐ข
Btw why Rust? I have used it for a while in the past, but the more I got into low level stuff the more I realize how poorly designed it is for what it claims to be (a low level systems lang)
Currently I landed on using C for my compiler (I looked at zig, cpp, C3 and Odin and all had a few problems that made me choose C over them, even with the issues of C)
i just love the language, so everything new that i make now is written in it
Why do you love it?
i've just had a bunch of little good experiences throughout my time using the language, like the compiler being able to infer a type deep into a pipeline that i didn't think it would be able to infer, or me being able to use a certain type combined with some data structure and feed it into a pipeline and it just working
or the best feeling, when you have some niche specific thing you want to do to some container type and you look at the standard library to find out that there's a function that's meant exactly for what you wanted to do
Can't you just write bindings like everyone would do to not depend on a new system that will not be maintained more than 3 months ?
is api already out?
there is zero innovation with that approach
plus if there's a missing feature or a bug in the thing that you're wrapping over, you're out of luck and rely on the developers who are already swamped with other tasks to fix it in like 5 months
This mentally created 10 years of technical dept in my software company and the software is 15 years old... (according to the Sonar static analysis)
sucks to suck then, don't know what else to tell you
if you don't like my approach, you're free to make your own tool ๐
No, I'll use the standard and contribute to the standard even if I have to learn the language for it.
Only write the code you need to make it the best and have 100% of your focus on it.
So good type inference and an extensive std lib?
My main issue with Rust is the moment I want to do something remotely low-level the language fights me so hard to avoid it, for example custom allocators, pointer arithmetic, etc
And not to speak on how annoying RAII is, and how convoluted the RAII/ownership/lifetime system is just to prove memory safety, which is mostly preventable by using things like arena allocators and bounds checking arrays
i've never been in a situation where raii becomes annoying
lifetimes have only ever become hard to respect when my data structure was designed in a dumb way
I very rarely want to drop things at the end of scope, except for the very top level main procedure
then you just need to move ownership to something that's in a higher scope
Also when I have temporary scratch storage that ends at the end of a scope, I'd rather use a thread-local scratch arena, so it reuses memory, instead of having to allocate new objects every time
I don't like that Rust ties ownership to scopes
i come from c++, so raii is engraved into my brain, so i'm fine with it
You should try writing some straightforward procedural C, it's so much nicer, way less mental overhead, no need to jump through nonsense hoops, and u can still keep track of ownership and lifetimes in your own way
yeah i've tried it when i was working with lua's C api, not a fan at all
a lot more boilerplate and a lot more to keep track of
I find it the opposite, way less to keep track of
And ownership rules in Rust are too restrictive, and they provides no benefit for me, for example this doesn't even compile
let v = vec![1, 2, 3];
let e = v.get(1).unwrap();
v.push(4); // can't do this bcz we got a ref to E
yea .get returns a reference and .push could reallocate the whole buffer, so rust can't guarantee that the reference will still point to the same data
i prefer it over potentially holding a dangling pointer
We get the source code of hytale server
They're also going to be accepting bug fixes and I hear there might be a bug bounty
That's another good point, vectors in Rust/C++ suck bcz they need to reallocate themselves, that's why I use arena allocators, which don't need to resize (they can grow basically infinitely) , but Rust makes it really hard to use anything but their main heap allocator
this isn't in reference to hytale
just speaking generally
well technically you're able to switch the allocator in both languages, but yea by default they reallocate
Yes but in C I just have the allocator implementation which calls mmap/VirtualAlloc under the hood, and then that's it, in Rust if I want to have String::new() or whatever use that, it's way more annoying and then it just becomes the global allocator, if u want different allocators for different purposes it becomes even more annoying to setup
99% of Rust (and C++) features are useless for me, but using Rust forces me into using some of them, and then I have to fight it to opt-out, at least in C++ I only have to opt in, and can mostly write C-like C++ (with just operator overloading for math)
C does have some safety issues like no way to have automatic bounds checking (unless u have a wrapper) and some other stuff, Zig/Odin/C3 fix this but they have their own issues
Also arenas group lifetimes nicely, for example in my compiler I have an arena per AST (file), and instead of in C++/Rust I'd have to call a dtor recursively, I can just free it all at once (it's faster, and easier to mentally keep track of)
there's allocator-api in rust but it's still unstable and polymorphic memory resource in C++
Yea, I am not saying it doesn't exist, I am saying u have to go thru extra stuff to get there, and why would I choose a language that adds friction for the kind of stuff I want to do rather than make it easier?
For C++ pmr you can just use the classes in std::pmr and pass that allocator in, it's a few extra letters
switching allocators both globally and for specific containers is actually pretty easy, but you do need to fulfill the standard implementation requirements to pass in your custom allocator
I think the api is largely the same too so if you want to swap to pmr or away from it you can just change the class and initialisation of the resource
you do the same in rust, the standard containers have a generic type that have the allocator trait bound
Yeah C++ has that for standard types too, this is for runtime allocators (allocator-api)
This defeats the entire purpose of custom allocators, which will have their own ways of allocating (like an arena doesn't have arbitrary frees) so it's fundamentally flawed
maybe implementation was the wrong word to use
they're opaque types, so the implementation is up to you
they have methods that you need to implement
No, I get that, but first, u r probably paying the cost of vtables rather than directly just calling a function (that may get inclined), and also I'd assume u must adhere to a malloc like interface, where u give the size/alignment when allocating, and when freeing u just get the address?
Bcz the whole point of arenas is they work like a stack, u can push a bunch of stuff, then pop the last thing, or pop the entire thing
Or pool allocators which are arenas that only allow same-sized elements, and use a freelist so u can reuse elements u free
Both have their own set of functions to allocate, free, manipulate etc, abiding to a generic allocator defeats the purpose
Ye so that basically makes it unusable
why
Using arenas as a single global allocator is really horrible (at that point something like malloc is better), the entire point is to specialize the allocator based on the data, by grouping data with the same lifetime into the same arena (imagine a game where u need to do a bunch of computations per frame, so u can have a "frame arena" that gets reset at the start of each frame, where all your allocations are)
Or for a pool, imagine game entities, where one entity dies opens up a new spot to store another entity in it's place
i don't see why you wouldn't be able to implement that behavior in either language
U can, except it'd be so much hassle to do it in Rust, in C, all I have to do is write my arena type, then do Arena arena = {0}; and Foo* foo = ArenaPushType(&arena, Foo); then ArenaRelease(&arena); and get the nice semantics benefit
In rust you will have to do a bunch of crazy unsafe stuff to allow for this kind of thing, and unsafe stuff is very verbose, so u will end up doing more work to get it working
And then u open up the possibility of a ton of bugs from people doing String::new() instead of your own Arena::new(String) or whatever
well the api would ideally be String::<Arena>::new()
so that they know which allocator they're using
My argument has always been that Rust is pointless for me, all it does is make it harder to do the kind of stuff I want to do, and makes it easier to do the kind of stuff I don't want to do, and makes it hard to opt-out of things like RAII
So I'd rather just use C which doesn't get in my way, even at the cost of some of the issues, and that's also why I am writing a compiler in it, for a language that fixes some of my pain points with C without restricting me (like Rust does)
fair enough i guess
Sorry I forgot Rust syntax (last time I used it was over a year ago), the point of arenas is they are an object, so they are not global, but rather u have to allocate it on a specific arena, like arena.new(T)
An arena is super simple, it's just a base pointer (where it starts allocating) and a used (u64) indicating how much of it was used, so allocating is just as simple as ptr = base + used; used += size; (obv a proper implementation will have other stuff and logic like alignment, reservedSize, etc)
And then freeing is just used = 0;so it's super fast to alloc/free things (versus malloc which is like 6k lines of code)
Can Hytale be programmed in Java? Is it similar to Minecraft or simpler?
Server is java, yes
according to the information so far, server will be programmable in java, but to do client stuff you need to learn their visual scripting node thing
bet thanks
bet thanks
there's Container::new_in(allocator_instance) too, so if you have multiple instances of the same kind of allocator you can pass in a specific one
i'm sure it's pretty similar in c++
But this is forcing me to adhere to an interface for allocations, which defeats the purpose
nothing is stopping you from implementing your own method on the allocator
because the already built in standard containers need a predictable way to exist in your allocator
For cpp, I wouldn't use any of their std lib or features and would just write it the way I do with C, ArenaPushType(arena, T) and returns a T*
They can't probably, bcz the allocator has it's own semantics, it may only allow elements with a fixed size, or may not allow arbitrary freeing of pointers, etc
And if u use virtual memory semantics u can have a list (vector) that is dynamically growable without resizing, so pointers r always stable
i mean u keep doing what ur doing, but i feel like ur being too rigid
arena allocators most definitely can fit into this interface
it's opaque so you control what methods do what, if you need the free function to just be a stub then leave it empty, and just implement drop on the arena to deallocate
fun conversation though, i gotta head to sleep
How am I being rigid? You are very adamant that I use rust for some reason, even though it is such a poorly designed language for systems programming/low level stuff and makes it insanely annoying and or difficult to develop the kind of stuff I work on, I don't want a language that babysits me, I want a language that just gets out of my way so I can actually code
Yea sure u can make it a stub, and that's what zig does for it's arena allocator when used with it's generic allocator interface, but I don't see any reason to do it, just let the user direct access to the actual allocator, there is no benefit to hiding data
Gn!
do we already know in which language it is possible to programm server plugins?
Java
Java but it probably means you can use most jvm languages without any issues.
Okay, people need to learn to "Ctl + F" or scroll up just a wee bit
or just read the channel description, or the blog post, or the q&a, or literally anything at all because then they'd happen to run into the answer
And like 60% of people asking don't even have a Git linked so then it makes you wonder
You made me check if I had linked mine linked. I forgot I did that.
LMAO I'm shallow and petty so anytime there's a debate I check their credentials
To be fair, I rarely use GitHub
Yeah and you still have a bunch of repos at least
I didn't link mine bc my stuff is GARBAGE LOL
My repos are ancient though haha, when I barely knew how to write proper code
I mean I no longer use GitHub, but even if I did, I would ideally not want to link it
But I think it is linked lol
Mine got me my job. But its like 4 years old. I use my git server.
Oh, seems like most of my public repos are from more recent years, though all my old plugins (like 2016 or so) are private
Most of my repos are just forks of other people's stuff and submitting fixes / changes ๐
I helped someone transition to NixOS so I have literal PRs for someone's dotfiles ๐
I have a Minecradt extraction battler! We'll 90% sure it doesnt run any more. ๐ but it did!
Story of my life.
I made some tools some years ago to convert between .schem and .schematic (they are two vastly different formats), as well as .schem and .nbt (Minecraft sturcture files). Worked quite alright.
Bro I have the reversed, someone helped me with a NixOS issue so he has a PR in my dotfiles lmao
It felt rude submitting a literal refactor for someone's personal configs but they appreciated it, so
Idk what's up with the nix community and their urge to refactor people's config
"Thank you for inviting me to your house. I completely remodeled it while you were grocery shopping. Much better now."
There are lots of strange things people do when getting started with functional programming
And it's not like Nix has proper documentation, it's been a mess since ever
I mean it is kinda rude, each time I'd ask for help they'd try to fix 100 other things that are wrong with it
But I am tired of dealing with issues due to nix, so I plan to switch to fedora soon, probably once I get my new GPU in about 2 months
The little chatbot I made for a Discord server (which was public) was of such good quality that GitHub felt the need to freeze it into some vault in Svalbard as part of their Arctic Code thing. (spoiler alert: the code wasn't that great and it was only used on one Discord server, which I help maintain)
Do you run into issues due to Nix often? Mine stopped within a week or so of starting basically
If I need to run something specific and I don't want to compile/configure it with Nix, I just run it in a container, so there's never really any compatibility problem
I have a controller HUD that was built with electron-forge that I wasn't going to bother with, so I used a container
But something like my keybind manager I packaged with Nix so that I can write keybinds into my configs
Yea, basically all of my issues
I had emojis stop working for 2 months until while browsing the NixOS wiki (due to a diff issue) I found an option to fix that emoji issue
I can't just run games friends send me bcz they use lins that can't be found (unless u try to guess a bunch of libs, and then u still miss some) it's just annoying not having it FHS
Font problems are pretty documented so I'm surprised by that one
And the other can be solved with a container or just with an FHS wrapper, like steam-run or a custom one
Also I don't care for most of the nix hype, the only thing I wanted to do is list which binaries I want to be installed via a file, instead of commands and then forgetting to uninstall some stuff leading to bloat
You can probably just add it as a Steam game anyway and run it with the runtime they ship too
With Arch you can just look at pacman -Qe every 9 months or whatever and it'll tell you what you installed
I don't want to containerize all my stuff, it just extra annoying and I don't need to do that on other distros, games just link to global system libs, no need to wrap it and guess which deps they use
Idk what you'd do on Fedora but it's probably pretty simple to list what you installed explicitly
If all they link to is global system libs, then steam-run works fine and you probably have it installed already
I think dnf history or something? But I'd probably just keep track of stuff I install in a file
It seems strange to keep track of it manually, because package managers already keep track of it for you lol
Didn't know that existed, had to spend an hour or two each time setting a nix shell/develop etc
I remember listing it in suse and it just listed everything including deps and pre installed system stuff, adding lots of noise
It wouldn't surprise me if they just have a switch for filtering by explicit
But there is probably some option to filter to only what I directly installed (maybe not with zypper bcz it sucks, but dnf probably has something bcz I heard it's good)
That's what I meant by an FHS wrapper, and you can make those for anything
It's just that steam-run is a default one and it's for the Steam games you have running
This is copy pasted from someone's repo but this is an example
rodinFhs = pkgs.buildFHSEnv {
name = "rodinFhs";
targetPkgs = pkgs: (with pkgs; [
jdk23
glib
gtk3
zlib
self.outputs.packages.${system}.rodin
]) ++ (with pkgs.xorg; [
libX11
libXcursor
libXrandr
libXrender
libXtst
]);
multiPkgs = pkgs: (with pkgs; [
udev
alsa-lib
]);
runScript = "rodin";
};
Well nobody told me about it ever, it's always some custom way to do it via nix developer por whatever
The default wrapper for Steam is going to work fine for things that just expect some X11 libraries and whatever other misc system stuff
But if you need more, there's that buildFHSEnv thing
Yes but u need to list all the deps, instead of them just working out of the box, I spent like 2 hours of a 3-day hackathon debugging why audio didn't work (bcz I didn't know I need to put alsa in the deps)
You can just read every dependency from a binary with ldd, you don't really need to guess
And there are even Nix tools that do that for you and just give you a list of packages
Didn't know this was a thing tho
Yeah that's bc there are no docs ๐ญ
I just want stuff to work and get out of my way, nix is not that for me, fedora is probably (even Linus uses it bcz he wants a "just works" system)
What made you pick Nix in the first place?
Same with programming languages, currently writing a compiler for a language that would get out of the way and let me do whatever I want
๐คจ you want a compiler that doesn't help you at all?
Like I said earlier, being able to define what software I use in a file (so I can debloat it and not lose track) that's it
Well no, I want a language that isn't restrictive, basically C, but C is old and has some missing things like a better type system, less UB, proper built-in arrays (with bounds checking in debug) etc
There's some irony here considering you just said you wanted Fedora
And that's what's the entire point of Fedora is too, to containerize all your stuff ๐
Is it? If u install thru dnf it's not containerized? Only if u use flatpaks/appimages
It uses layers and flatpaks primarily
It wouldn't surprise me if their repo doesn't actually have a bunch of things you'd want, because they expect you to use the flatpaks
I don't mind flatpaks for some stuff, especially software I don't trust, but I want to be able to run stuff without containerization like my own games or a friend's game etc
Yeah I'm not sure if Fedora is going to be smooth for that either lol
I think they intend you to use Steam flatpak for games, but I haven't really looked
That's just what almost everyone does
It should be, bcz games can dynamically link the x11/Wayland/audio etc libs just fine, which was my issue
Otherwise for software I download, I don't mind containerization unless it hurts performance for games or whatever
But there is some passthrough stuff so hopefully it's not that bad, ik Hytale wanted to distribute itself as a flatpak
the linux community will figure out how to make Hytale playable on the deck in the first 1-2 days
SAMSUNG IS GONNA HALT SATA SSD PRODUCTION? (not nvme)
Watch it be as simple as plugging Proton in and voila...
They already confirmed that it'll work fine, they fixed the complications
hopefully
Will it be an API ?
Will we be able to call internals like NMS spigot/bukkit plugins ?
Will we be able to do coremoddings like with mixins/jscoremodding ?
Read the blog post
oh, there is one .
there also an faq with the tech director. check out the pinned messages on #discussion
Ain't no way my message will ever get seen for how fast that chat is moving. ๐
That's not how it works, it's just whether proton (with some small tweaks maybe) runs it or not
Will it only be accessible after the pre-sale? API?
The battler?
Hmm? The discussion chat that was linked. It was flying at mock 5.
Oh, I searched your recent messages bc I didn't see anything new from you
So I assumed I missed it LOL
is anyone thinking of making in depth tech plugins? I wanna play something like gtnh
I am thinking... because Hytale the client-side is announced only for windows for now, but is this also for the server-side? ๐ I'd be sad to host server on a windows machine xd