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InfinityBox
InfinityBox Development Thread
This thread will be updated as our ideas change and grow
Developers
mattrick
The Gaming Grunts
ralitski
calebbfmv
Vilsol
Quantum64
raGan
The_Doctor_123
Foodyling
Gater12?
Website
WIP
About Us
Recently, the Minecraft community has been shaken by Mojang’s proposed EULA, which in layman’s terms, could spell disaster for 95% of Minecraft servers.
According to this proposed EULA, the details of which can be found here: https://mojang.com/2014/06/lets-talk-se ... etisation/ , servers cannot charge anyone for items that already exist in the game. For example, you cannot sell a PvP kit that gives access to a diamond sword. According to Mojang, players should have access to everything that is already included in the game. However, a server can charge for cosmetic items, such as a colorful name tag.
Now, you may be wondering why this is bad and you have every right to do so. One of our developers, mattrick, has written a nice little blog post which outlines the possible negative impacts of this proposed EULA. This post can be found here: http://mattrick.tumblr.com/post/8883578 ... ance-notch
Now, some people are all for this EULA, but there are plenty of people who are strongly against it. We are some of them. We strongly feel that such a EULA, if put into effect, could destroy the Minecraft community as we know it, which is why we decided to take action.
Our Goal
We aim to bring a cheap, open source and freely moddable game to anyone who would like to play. InfinityBox also strives to be efficient by using many techniques not seen in Minecraft. We also intend to make Minecraft more modern in terms of in game features, looks, and controls.
Features
InfinityBox features that will revolutionize voxel games. Some of these features include:
Cubic Chunks
Cubic chunks (or blobs as we call them) are 32x32x32 in size instead of the 16x16x128 chunks in Minecraft. This allows for an infinite build height, as well as reduced lag!
Built-In Server-Side API
Waiting for Bukkit updates can be a pain (just ask anyone who had to wait for the 1.7.2 update). That’s why we include an API in our server by default! You can choose to use vanilla InfinityBox or build an amazing custom one without having to wait for updates!
Built-In Client-Side API
Making Minecraft mods are a pain. Waiting for MCP updates can take forever. That’s why InfinityBox has its own modding API! It being open source, you are free to browse through the source code and that allows for some pretty amazing mods.
Built-In Server To Client API
One major problem with Minecraft is its segregation of server and client. We intend to break that barrier with Server to Client Mods (aka S2C Mods). This allows servers to send clients mods that can make new items, minimaps, pretty much anything that can be done in a client mod, can be done in a server to client mod. All S2C mods are reviewed for security and stored on one of our repositories.
This thread will be updated as our ideas change and grow
Developers
mattrick
The Gaming Grunts
ralitski
calebbfmv
Vilsol
Quantum64
raGan
The_Doctor_123
Foodyling
Gater12?
Website
WIP
About Us
Recently, the Minecraft community has been shaken by Mojang’s proposed EULA, which in layman’s terms, could spell disaster for 95% of Minecraft servers.
According to this proposed EULA, the details of which can be found here: https://mojang.com/2014/06/lets-talk-se ... etisation/ , servers cannot charge anyone for items that already exist in the game. For example, you cannot sell a PvP kit that gives access to a diamond sword. According to Mojang, players should have access to everything that is already included in the game. However, a server can charge for cosmetic items, such as a colorful name tag.
Now, you may be wondering why this is bad and you have every right to do so. One of our developers, mattrick, has written a nice little blog post which outlines the possible negative impacts of this proposed EULA. This post can be found here: http://mattrick.tumblr.com/post/8883578 ... ance-notch
Now, some people are all for this EULA, but there are plenty of people who are strongly against it. We are some of them. We strongly feel that such a EULA, if put into effect, could destroy the Minecraft community as we know it, which is why we decided to take action.
Our Goal
We aim to bring a cheap, open source and freely moddable game to anyone who would like to play. InfinityBox also strives to be efficient by using many techniques not seen in Minecraft. We also intend to make Minecraft more modern in terms of in game features, looks, and controls.
Features
InfinityBox features that will revolutionize voxel games. Some of these features include:
Cubic Chunks
Cubic chunks (or blobs as we call them) are 32x32x32 in size instead of the 16x16x128 chunks in Minecraft. This allows for an infinite build height, as well as reduced lag!
Built-In Server-Side API
Waiting for Bukkit updates can be a pain (just ask anyone who had to wait for the 1.7.2 update). That’s why we include an API in our server by default! You can choose to use vanilla InfinityBox or build an amazing custom one without having to wait for updates!
Built-In Client-Side API
Making Minecraft mods are a pain. Waiting for MCP updates can take forever. That’s why InfinityBox has its own modding API! It being open source, you are free to browse through the source code and that allows for some pretty amazing mods.
Built-In Server To Client API
One major problem with Minecraft is its segregation of server and client. We intend to break that barrier with Server to Client Mods (aka S2C Mods). This allows servers to send clients mods that can make new items, minimaps, pretty much anything that can be done in a client mod, can be done in a server to client mod. All S2C mods are reviewed for security and stored on one of our repositories.
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Java has many advantages over C++, for example, there is one graphics library that fits everything: OpenGL. We don't need to make any platform-specific code. Java is running on a virtual machine, which is written in machine code, which means that it is as close to bytecode as any other language.
For people who say that C++ is faster. You are right and wrong. You are right because it is a native language to all OS's and it is used everywhere, therefore everyone knows the most efficient ways to achieve a result. You are wrong, because I have run more than 50 tests with different tasks and in more than half the tasks a Java implementation was faster.
For people who say that C++ is faster. You are right and wrong. You are right because it is a native language to all OS's and it is used everywhere, therefore everyone knows the most efficient ways to achieve a result. You are wrong, because I have run more than 50 tests with different tasks and in more than half the tasks a Java implementation was faster.
mattrick16
The whole development team knows Java and its is much easier than a lower-ish level language like C++.
Plus the fact that reflection will let modders do things we don't want them to! Yay!
@Find Them Creepers
c++ is a pretty low level language; after all, it is just c with a bit added (hence the name?)
Java supports a bunch of extra stuff (reflection, generics which c++ might have but idk, etc...) and looks totally fancy.
mattrick16
The whole development team knows Java and its is much easier than a lower-ish level language like C++.
What do you mean by lower-ish?
Find Them Creepersmattrick1648productions
Wouldn't it be better to write it in a more powerful language like C++ or C? Java is ok, but insecure and used more for web development and the such. Personally, I know Python and not Java, but as far as games go, I wouldn't write a serious one without C++. (C++ arguably being the most powerful OS neutral programming language)
The whole development team knows Java and its is much easier than a lower-ish level language like C++.
I don't understand what this is. But I think i like the idea...
Mind explaining what it is some more?
Mind explaining what it is some more?
Ditto jdf2. You aren't giving too much detail on what this game is about. Could you explain some more, like what you will include in the game, what programming language it will use, etc?
Nice idea btw.
Nice idea btw.
It's being programmed in java, because we (the team) know java.
(I know, I know, "java is bad", but it's a nice language that we know, and as long as we optimize our code it'll be just fine.)
The general idea is to make a fast, moddable sandbox game with special features like support of lua modding (server -> client like Source games do) and a pre-supplied API. Some in-game planned features are cool texture-loaded 3D models and a neat inter-connected technology web (with some simple emulation of data going between compuers as it actually does, as bytes, with some stuff that can understand those bytes, and in-game programming of those computers that can edit the drivers/os/what have you)
Also infinite worlds (on all axes, x/y/z) as much as feasibly possible (java has limits to the size of its numbers, and it would be unnecessarily lag-inducing to add support for literally infinite worlds. Worlds stretching from 2147483647 to 2147483648 on each axis should be enough for anyone)
(I know, I know, "java is bad", but it's a nice language that we know, and as long as we optimize our code it'll be just fine.)
The general idea is to make a fast, moddable sandbox game with special features like support of lua modding (server -> client like Source games do) and a pre-supplied API. Some in-game planned features are cool texture-loaded 3D models and a neat inter-connected technology web (with some simple emulation of data going between compuers as it actually does, as bytes, with some stuff that can understand those bytes, and in-game programming of those computers that can edit the drivers/os/what have you)
Also infinite worlds (on all axes, x/y/z) as much as feasibly possible (java has limits to the size of its numbers, and it would be unnecessarily lag-inducing to add support for literally infinite worlds. Worlds stretching from 2147483647 to 2147483648 on each axis should be enough for anyone)
Glad to! This will be written in Java and is pretty much Minecraft, but modernized.
Thanks for the info! I think it would be a good idea if you released something like an early beta version so that the community could test it out and give some feedback.
Good luck on your project!
Good luck on your project!
Wouldn't it be better to write it in a more powerful language like C++ or C? Java is ok, but insecure and used more for web development and the such. Personally, I know Python and not Java, but as far as games go, I wouldn't write a serious one without C++. (C++ arguably being the most powerful OS neutral programming language)
What do you guys think of this? Any suggestions? Comments?
