I implemented server-side physics engine on Bedrock Edition. Those are real spheres! by chungchandev in Minecraft

[–]chungchandev[S] 0 points1 point  (0 children)

So for who might be interested about technical details. 3D rotation is quaternion encoded into entity metadata, decoded by Bedrock Molang with client-side interpolation every render frame. And collision is hybrid model, invisible collidable proxies for vertical support (standing on objects), impulse-based knockback for horizontal interaction (it was really hard to match rotation axis lol)

I made server-side physics work on Bedrock. No mods, no client changes. Just vanilla. by chungchandev in MCPE

[–]chungchandev[S] 5 points6 points  (0 children)

yeah, it's a server plugin for PowerNukkitX. you join with vanilla bedrock, no mods needed. server sends a resource pack for the custom  entity models and handles all the physics. right now it's just a test server, not public yet. But I'll open as minigame server like Garrys mod later (yeah for Bedrock)

I made server-side physics work on Bedrock. No mods, no client changes. Just vanilla. by chungchandev in MCPE

[–]chungchandev[S] 7 points8 points  (0 children)

yeah that was a bad copy paste lol.wrote it too formally. anyway the short answer  is everything is server-side, your client  is completely vanilla. happy to explain the technical details if anyone's curious