this post was submitted on 07 Mar 2025
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[–] Kissaki@programming.dev 29 points 1 month ago (3 children)

Feature World Lighting: not implemented

Lighting is server side? o.O

I guess because it influences creep spawn or sth?

[–] qaz@lemmy.world 22 points 1 month ago

Yes, it influences mob spawns

[–] 0laura@lemmy.dbzer0.com 1 points 1 month ago

yep :)

you can probably imagine how horrible it is when you have many many players doing many many light updates.

[–] MajorHavoc@programming.dev 22 points 1 month ago (2 children)

Hmmm. I would be excited for these, except I already bit the bullet and switched to Luanti.

Now that I'm spoiled by an insanely fast server, I do totally understand the desire to have a Rust Minecraft server.

[–] qaz@lemmy.world 8 points 1 month ago* (last edited 1 month ago) (1 children)

None of those Rust implementations are fully functional yet, so Luanti seems like a better choice if you want something fast.

[–] MajorHavoc@programming.dev 6 points 1 month ago* (last edited 1 month ago)

Makes sense. I know there's some amazing Minecraft plugins that haven't been ported to Luanti, yet - and vice-versa.

Of course, I'm happy to be on an open solution with Luanti.

But I might run one of these Rust Minecraft engines for a weekend to revisit an interesting plugin sometime, if they reach full stable mod support.

[–] TheRedSpade@lemmy.world 3 points 1 month ago (1 children)

I really want to switch to Luanti, but without equivalents to create and ae2 (at a bare minimum) I can't see myself playing it for any significant time.

[–] MajorHavoc@programming.dev 1 points 1 month ago* (last edited 1 month ago)

Yeah. I'm still looking for a good answer to create. There's a huge number of technology mods in Luanti, but I haven't found one with the same maturity, yet. If I find one that's close, I may fork and update it, yet.

I think I'm most of the way to having AE2 replaced, for my needs, using Pipeworks and SWRobots.

[–] eskuero@lemmy.fromshado.ws 22 points 1 month ago

"This memory-safe language almost killed the oldest anarchy server in minecraft"

[–] Kng@feddit.rocks 12 points 1 month ago

still waiting for one of these implementations to actually be useful

[–] Scoopta@programming.dev 9 points 1 month ago (4 children)

Why write a server in rust? Java is already memory safe 🤔

[–] magic_lobster_party@fedia.io 20 points 1 month ago (1 children)

I guess it can be a fun hobby project to learn Rust

[–] Scoopta@programming.dev 4 points 1 month ago

Tbh writing a Minecraft server isn't anywhere on my list of projects to write to learn a new language but you also aren't wrong, just wouldn't be what I'd choose

[–] Zangoose@lemmy.world 15 points 1 month ago

Probably performance - the Java server takes up a lot of memory and CPU for what it does. The base implementation first started in 2011, so it wasn't exactly designed to be multithreaded or parallelized because most games were still largely single-threaded at the time. Rewriting it from scratch in a different language probably helps with that

[–] coldsideofyourpillow@lemmy.cafe 10 points 1 month ago

Counterpoint: Why the fuck not?

[–] mousetail@programming.dev 8 points 1 month ago (1 children)
[–] Scoopta@programming.dev 6 points 1 month ago (2 children)

It's not like the Java server is slow tho, it only becomes a problem when mods are added and rust servers can't run Java mods so it's a moot point. Maybe if you want an insanely large number of players on a single server?

[–] piccolo@sh.itjust.works 7 points 1 month ago (1 children)

It is slow, and a massive memory hog. Its not exactly javas fault (i mean it is to a point). Its just minecraft's code is trash. Mods are the only thing that keeps people on using java.

[–] Scoopta@programming.dev 4 points 1 month ago (1 children)

Well yeah, we all know Minecraft's code is terrible. I just never felt like it was noticeable without mods

[–] sus@programming.dev 2 points 1 month ago (1 children)

Maybe not in single player, but if you try putting more than a few dozen players on one vanilla server, the performance is going down the drain

[–] Scoopta@programming.dev 3 points 1 month ago

I wasn't referring to single player

[–] spooky2092@lemmy.blahaj.zone 5 points 1 month ago (1 children)

It's not like the Java server is slow tho, it only becomes a problem when mods are added

Lol, the java server is dogshit slow, it just doesn't show until you have a big enough map if you're not running mods. I played on a semi-public server and was a mod back in the day, and wed regularly have to do world resets because it started slowing down when people got far enough away from the spawn. Hell, even with mods it doesn't start to slow down immediately, it waits until you've done a lot in your world before it starts chugging like dad after work.

[–] Scoopta@programming.dev 4 points 1 month ago (1 children)

Huh, not my experience but last time I operated a public server was beta 1.7 days. It was bukkit which I believe was a separate impl which maybe was faster? But I don't recall having nearly that many issues, was vanilla outside of bukkit plugins though.

[–] 0laura@lemmy.dbzer0.com 2 points 1 month ago

Minecraft Performance also got a LOT worse since 1.7

Minecraft Performance over time is like Moore's law on steroids but upside down.

[–] stsquad@lemmy.ml 3 points 1 month ago (2 children)

How much game logic is in the servers? Do they need updating for every release or are things like mob behaviour and Redstone handled by the clients?

[–] qaz@lemmy.world 8 points 1 month ago

Mob behaviour and redstone are not handled by the clients, nor are they implemented by many of these servers. Those behaviors are currently missing.

[–] 0laura@lemmy.dbzer0.com 2 points 1 month ago

even the light engine is server side

[–] 30p87@feddit.org 2 points 1 month ago

Is that one Project seriously named FerrumC-rs?