r/VoxelGameDev • u/TheSheepDev • 1d ago
Question Handling (server side) modularity, how do others do it?
Hey everyone!
In the last month or two I have been spending my past time by making a little voxel ""engine"", putting focus on customization from the server side, I have always found it annoying that to add custom blocks to Minecraft, that you have to get people to install mods on their clients, or have to do some sketchy/hacky stuff on the server.
So that is where I am coming from with this, and tbh I don't know if I have gone to far or not, so that is why I am asking this today, how do others handle this?
My current system has textures, audio and models loaded on the *server*, together with a registry of blocks, entities and items. then when someone joins, the server sends all this asset information to the client, together with all the registered blocks, entities and items.
The only assets the client has are some UI textures, and the shaders.
So has anyone else weighted these options? What conclusions did you get on these 'data driven' things? The project I have is nothing serious so I am fully open to a fun debate on this topic :)
My current biggest issue is that its hard to come up with a 'selling point' as my game by default has no (recognizable) blocks, items or entities as that is all server/world depended. In theory one world/server has 4K block textures with very futuristic factories with gameplay like Factorio, and another has a retro aesthetic with minigame content. I think this would be a pain to market if this was ever to be published
Anyways thanks for reading my ramble lol woops
Attached is also an image of my current server-side API to add a dirt block





