Minecraft And Roblox Crossplay Is Already In Danger.

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Published 2024-04-28
the pixel just grew
discord: discord.gg/P74cVatknc
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!

All Comments (21)
  • @cubedimensions
    the pixel grows discord server: discord.gg/P74cVatknc 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.
  • @_xX_me_Xx_
    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.
  • @Butterscotch_96
    What we really need is cross play between Java and legacy console editions like Wii U, PS3, or Vita.
  • @equilibrum999
    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.
  • @hanro50
    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.
  • @Sollace
    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
  • @maddestcattest
    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.
  • 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..
  • @RonBillWeasley
    i like how your videos are x2 friendly really helps getting informed fast
  • @Sohcahtoa14
    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
  • @PixelGrew
    Video is very well research, thanks for the info.
  • @tedbasher3000
    I feel like as long as they don't recreate Minecraft in Roblox, they will be fine. For example, if they make a simulatr game on Roblox and allow Minecraft users to play it as well with syncing then I feel like that won't get them in trouble
  • @JamesTDG
    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
  • @that_guy1211
    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?
  • @SovietUnionCat5
    if Minecraft and Roblox Crossplay got taken down. id left both of the game and just play Warzone
  • @osti517
    what about terraria minecraft roblox portal 2 and grandscapes crossplay?
  • @ARAK_46
    Eagler craft distributed minecraft copies, project crossplay just connects 2 games, they made original assets so theres no possible way to dmca that as there's no right infringement and its just a little cool project that cannot do any possible harm to microsoft's pocket
  • @timm2396
    Well when you are essentially creating free minecraft microsoft is going to end that shit quickly
  • crossplay isnt going to be taken down by mojang however roblox could take it down because it communicates with unofficial servers (non roblox affiliated)
  • @arkimedeez
    4 views in 9 minutes? Dude fell off Seriously though, you're an underrated gem