Minecraft And Roblox Crossplay Is Already In Danger.

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the pixel just grew
0:00 Intro And Correction
0:31 Block Game Crossplay Is The Third Project
0:57 Minecraft Roblox Cross Play Is Already In Danger.
1:18 There Is A Huge Legal And Technical Issue With These Projects
1:42 Minecraft's EULA Requires Paid Copy Of Game To Play On Server
2:08 These Server Networks Get Blacklisted But Never Face Legal Action
2:36 Mojang's Shutdown Of Eaglercraft, Minecraft's Browser Game
3:10 Pokemon Brick Bronze Roblox Game Was Shut Down By Nintendo
3:32 Mineplay, Crossplay Project, Block Game Crossplay Could Face This
3:54 Minecraft And Roblox Crossplay Has Scaling Issues
4:15 Both Tech Relies On HTTP Requests Between Servers
4:25 Mineplay Uses Minestom
4:46 The Crossplay Project Uses PaperMC
4:56 Multipaper Could Allow For Infinite Scaling On A Roblox Game
5:17 Minestom Requires Everything To Be Done Manually
5:30 Roblox's Rate Limiting Could Prevent Detailed Voxel Worlds In Roblox
5:46 Both Teams Were Shocked That The Movement Was Even Smooth
6:05 Thanks For Watching!
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the pixel grows
Shout out to The Crossplay Project and Mineplay for talking to me after my video I made on them. They are both amazing projects, hopefully they'll be okay. Also another correction: Mineplay does allow for bedrock players as the proxy (bungeecord/velocity) which is used as a middleman for connecting to Minestom, does allow for Geyser players.

cubedimensions
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The points you make are fair, but from what I can tell, the roblox crossplay projects don't use any of Mojang's code or assets. It is not against the EULA to make a block game, only to redistribute their game.

_xX_me_Xx_
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What we really need is cross play between Java and legacy console editions like Wii U, PS3, or Vita.

Butterscotch_
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This great advanchiement,
Not by demonic powers summoned,
Not by rituals of traditions conjured,
Not by technology of modern constructed,
But by the eldritch's own eldrichtry,
Iron and mana, metal and power, past and future,
ebmded in darkness's frame, created it all.

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A bit of a disclaimer as I only have knowledge of Roblox Luau, and I know nothing about administration or programming on a Minecraft server. So anything I say technical about Minecraft is just theory.

5:30 Despite the documented & undocumented rate-limits using HTTP send-requests on Roblox, it's still very much possible to host an extremely large Minecraft server.
In regards to utilizing external API, Roblox can handle up to 500 send-requests per minute **for each live Roblox server** regardless of data size as long as it's not too unreasonable (though transfer speeds may be affected). Upon the limit being reached, all send-request functions will stall for roughly 30 seconds.

5:35 We can just do data transfers of only necessary things like initial data or reporting changes, we don't need to send the entire Minecraft world every time lol.
Even if a lot of blocks & player instances were to be loaded, Roblox servers can still run smoothly with low latency even with hundreds of players as well as hundreds of thousands of instances. Though the huge disclaimer is that **you actually need to know how to optimize them**. This can be done via content streaming, having visuals loaded purely on a Roblox's client, code optimization, basepart optimization, having players loaded from the Minecraft server just be pseudo-player models with minimal data, etc.
The Roblox server only really has to load in chunks that surround the current players.

Knowing this, we can assign 4 sends & 4 requests per second for every Roblox server, averaging 480 send-requests a minute (20 to spare as a safety net or could be used on something else).
Each send will report only on necessary changes such as block states (place/destroy), player actions, and player states. We can also include parameters of what the Roblox server will receive the next time it does a HTTP request. Such as the Roblox serverId, what chunks are currently loaded (for the MC server to send only changes), and chunks that need to be loaded (for the MC server to send the full chunk).
The MC server will record and apply the every received change from every Roblox server. (idk about ANY of the MC server technical details, but if it could then it would)
Back on the Roblox server, each request will alert the MC server to send back only the necessary data it requested from its most recent HTTP send.
Note: Players from other Roblox servers & the MC server will be treated as a part of chunk data, so there won't be hundreds of random player models in unloaded chunks of a Roblox server.

But you may notice the issue is that certain things will seem clunky such as movement by cross-server players. But they could be fixed with a little bit of visual interpolation, prediction, and general experimentation until it feels and behaves right.

Roblox servers can actually have a player limit of up to 200, and up to 700 on experimental games. And the method I've described above will work regardless of the number of players, but I feel 10-30 players to be a good fit for overall send-request quantity and Roblox server performance.

Even if I actually had technical MC knowledge, that's probably how I would go about it with a few minor changes.

MaddestCattestGaming
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Here is the key thing. Minecraft's code and assets are copyrighted. If your project uses Minecraft's code and assets, then you need to obtain said assets and code dynamically. (See spigot, fabric, and neoforge)

If your project simply reimplents Minecraft's server api, then legally, there isn't much mojang can do. You can't copyright an api.

In theory, they can take issue with allowing unlicensed players to play Minecraft via a plugin....even then it gets sketchy, and past president set by mojang would work against mojang.

hanro
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i like how your videos are x2 friendly really helps getting informed fast

RonBillWeasley
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Video is very well research, thanks for the info.

PixelGrew
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I thought of similar problems after I watched the first video; what I think could especially put a figurative target on the projects' backs is that if they make the technology they create usable by general people (if they make it that far), then someone could potentially make a Pay2Win server that doesn't actually have any "Minecraft" players on it, but that instead acts as a roundabout way of playing a free version of the game for Roblox players; such a server could charge Robux for doing basic tasks, like going through Portals, crafting Netherite, switching servers, etc..

TheRealSnick
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If you have the attention span of a normal human being, go to the settings and change the playback speed to 0.5

Christ, man

Sollace
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It may be smart for microsoft to offer up a method to verify if a user owns a legitimate copy of minecraft for these crossplay projects, otherwise they are killing off a good branch of the community

JamesTDG
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brick bronze is back up and now you have to do a bunch of stuff to get in i hate the people who split off to make a new brick bronze

lavadino
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if Minecraft and Roblox Crossplay got taken down. id left both of the game and just play Warzone

SovietUnionCat
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its already dead anyways, i went in there for a few hours, its literally just grief haven. We managed to make (probably) the largest and most successful spawn, but moderation is so bad to the point where the only reason hackers ever stop is because they get bored

Sohcahtoa
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it was crossplay project, then mine (block game crossplay), then mineplay

watcw
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what about terraria minecraft roblox portal 2 and grandscapes crossplay?

opywndow
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Not surprised they actually do this thing, but both Microsoft and Roblox will just take them down, but it's honestly cool it can interact with each other, From what i know is that Minecraft is either C# or Java, and Roblox is probably somewhere C++ and Lua.

ItsJustJer
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bruh, there are offline, pirate minecraft servers that are still up, and mojang themselves ban and unbans said pirate servers =-=

if they don't allow this crossplay project, why should they allow all of these pirate server to exist?

that_guy
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I would like to mention that sometimes I don't turn a video to 2x because I have a short attention span but it's more that I feel like it's a pretty low stakes video that will have a bunch of extraneous information I don't care about at all.

Like, some random youtuber will post a 30 minute video essay on why the chicken from minecraft can't look up because of a weird bug and the information that is actually new or interesting takes 60 seconds max to convey.

StudioAREshorts
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Since Roblox is still partially hoping for people to push the engine, they most likely won't mind it a whole lot until it's a full port of the game itself.

ZyraX-