News for hackers. Stuff that matters.
Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by z3t4 on Friday May 01, 2015 @03:42AM (#9470021)
I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it.

This would be a major improvement to the multi-player experience.

Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks.

Those "fixes" will completely rid the game from "hackers". Witch is the biggest problem with Minecraft (and most other multi-player games).

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by asiekierka on Friday May 01, 2015 @03:54AM (#9470054)
>I hope you make it so that only the surface blocks are sent to the client. The time it takes to "mine" a block is enough for the latency to send the block behind it.

Orebfuscator or Spigot.

>Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks.

What? No. You can't make sure everyone moves the same way, and this would undoubtedly lead to desyncs. If you want to make sure players don't move too fast, use NoCheatPlus or what it was called.

A far bigger issue for servers is mods like Gammabright which make all blocks have a brightness of 15, thus not requiring you to use torches or light sources, as that's very hard to work around.

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by tehbeard on Friday May 01, 2015 @04:00AM (#9470069)
Gameplay penalties can work wonders against Gammabright.

Spending a lot of time in the darkness? enjoy blindness, nausea effect and being on fire next time you venture topside while the sun is out.

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by seanp2k2 on Friday May 01, 2015 @05:11AM (#9470250)
http://fabiensanglard.net/quake3/network.php

Quake III was doing server-side calculated game state 16 years ago stupid fast for 32 players moving quickly on dial-up modems; I doubt it'd be much of a problem to do these days with even a lousy architecture for a game with much much slower movement, e.g. Minecraft.

This problem has been solved pretty well many many times before.

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by exDM69 on Friday May 01, 2015 @06:17AM (#9470442)
The speed of light has not improved since the days of Quake 3. Network gaming code must still be tolerant of latency up to 100 ms or more. At best, network connections today are a lot better than back then but at worst, they are as bad as they used to.

Quake 3 has also got pretty sophisticated client side prediction code to make things seem instantaneous to the players. This is much more complicated to do in Minecraft where the whole terrain may change and lots of race conditions may arise.

Network game code may seem like a solved problem but it's still a complex distributed soft real time software system where solutions are highly application specific. What works for Quake isn't necessarily good for Command and Conquer or Minecraft.

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by catmanjan on Friday May 01, 2015 @05:20AM (#9470284)
The big difference is that the map in Minecraft is constantly changing which can in turn change players position and potential actions - Quake 3 was comparitively much simpler, more or less just a coordinate and velocity vector.

But I agree, there is no reason for Minecraft performance to be so bad when there are only 2 people on a server just mining one brick at a time!

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by mcphage on Friday May 01, 2015 @09:51AM (#9471226)
> The big difference is that the map in Minecraft is constantly changing

Not quite. The map in Minecraft changes. But if you optimize the game for the "constantly changing" case, when it usually changes less than 1 block per user per 10 seconds (and even that is high), then you're going to end up with code that doesn't handle normal behavior very well.

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by InclinedPlane on Friday May 01, 2015 @04:20AM (#9470112)
Mining time can actually be incredibly low in some cases. With a max efficiency enchanted diamond pickaxe, for example, you can practically swim through netherrack. With the optimization you suggest they would be noticeable lag.
Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by DanBC on Friday May 01, 2015 @04:35AM (#9470153)
Etho does something he calls speed mining. This involves max enchanted picks (efficiencyV), and beacons set to hasteII and speedII It's very fast. And leaves a lot of entities around.

https://youtube.com/watch?v=VUqM2nQ5G5o

Re:TrueCraft, An Open Source Implementation of Minecraft 1.7.3 by Lawtonfogle on Friday May 01, 2015 @03:10PM (#9473818)
I'd rather have effort spent on making the game funner for those who play legit. Especially since many of those anti-hacks, if implemented in the wrong way, make mods more difficult. Nothing like working up a mod tech tree to get flying/super speed to have it boot you ever 4th time you use it.