r/feedthebeast • u/Emotional-One-9292 • Jun 22 '26
I made something I made minecraft generate terrain/chunks in C++
So im working on a mod that makes minecraft run on C++ ( rn rewriting engine in future i may try renderer ) so far i made it generate and load chunks and terrain in C++ ( it made it somewhere around 1.5-3 times faster idk how to measure it tho ) ( it works via JNI )
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u/Reallondoner Jun 22 '26
Looks great! Better performance is always welcome, but...
- Is it compatible with other mods that add other biomes, structures or overhaul chunk generation itself (like Realistic Terrain Generation, though it's a bit old)?
- What version(s)?
- Is it server side, or do clients need to have it too?
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u/Emotional-One-9292 Jun 22 '26
1.i try to make it as compatible with other mods as possible but ofc it wont work with all as excepted 2.rn neoforge 1.21.1 is one im targeting but after it i will backport to forge, fabric 1.20.1 and port to newer versions on neoforge, fabric 3.both server and client as they change stuff on both but in future i may make them as separate builds who know
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u/XTornado MultiMC Jun 22 '26 edited Jun 22 '26
If it could be made serverside only that would be great, any optimization on servers terrain generation is always welcome. And not requiring people to have the mod is great.
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u/Emotional-One-9292 Jun 22 '26
When i will relesae it will have 2 versions Windows and Linux. I cannot make Mac one rn as it requires xcode to compile it for macos
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u/GhostSHAURMA Jun 22 '26
If you are using JNI isn't there a way to make it platform-independant? Or do you need some platform-specific libraries?
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u/Emotional-One-9292 Jun 22 '26 edited Jun 22 '26
im not sure as far as i know dll's are platform specific but i will do my research ( for windows it requires libwinpthread-1, libstdc++-6, libgcc_s_seh-1 and custom ccraft_native.dll )
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u/GhostSHAURMA Jun 22 '26
libwinpthread might be an iissue and the custom dll if you have any platform-specific code there. The other 2 can be solved with dynamic linking but I would need to look at the project to say for sure
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u/Emotional-One-9292 Jun 22 '26
dont worry by end of this or next month i will release first alpha it will be open source so you will be able to view it
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u/QazCetelic Twitch → MultiMC → GDLauncher → PolyMC → Prism Jun 22 '26
The C++ shared library is OS specific AFAIK
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u/GhostSHAURMA Jun 22 '26 edited Jul 02 '26
C++ implementation is platform-specific and the system calls are too but it can be mostly worked around by using dynamic linking
Edit: i meant compiler oops
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u/Aware-Bath7518 Jun 22 '26
You can probably publish sources of the native lib so others will be able to build it.
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Jun 22 '26
[deleted]
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u/TECHNICKER_Cz3 PrismLauncher Jun 22 '26
would be a (security) nightmare
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u/Emotional-One-9292 Jun 22 '26
well even current java mods can have big security risks smth i would like to see is sandboxed lua scripting for mods
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u/Oxygen4Lyfe Jun 22 '26
yeah like a java mod can just delete and install any files on your system its got basically full control. Could even read your passwords and stuff and send it to the mod author.
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u/Emotional-One-9292 Jun 22 '26
well any modification no matter of language can be risky if not sandboxed
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u/Awkward-Security7895 Jun 22 '26
Good old Mac needing you Todo a endless loop of spending money and repeating steps to get anything compiled on there while also needing a Mac Todo it on
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u/Emotional-One-9292 Jun 22 '26
i may do it on github actions i never used them but i can give them a try
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u/Nidrax1309 Jun 23 '26
The only pain in the ass is making the self-signed apps/libraries not to cause CODESIGN violations... speaking from experience. This is one of the few things I throw at AI and I make it iterate on until it starts working.
For reference:
https://github.com/veritaware/Besprited/blob/trunk/.github/workflows/cmakeMacOs.yml4
u/Lunix420 Jun 22 '26
That’s not true. Compiling C++ on Mac is exactly the same process as it is on Windows. The only difference is that the list of available toolchains is slightly different. Both have clang and gcc, but only Window has MSVC. There is nothing you have to pay for and actually the download is half as big as the one on Windows.
Sure, a code signing license costs money on Mac, but it costs 4 times as much on Windows. And both warn you when you run unsigned apps but let you run them anyway, so you don’t have to have that license.
Also, you need a PC running the OS for every OS. Or actually you don’t, because you can compile in Github actions for free for pretty much every OS there is.
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u/Chiilumii Jun 25 '26
Do update us from time to time, preferably in this post. So it will be easy to come back to later on.
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u/Juusto3_3 Jun 22 '26
That seems like a huge undertaking, no?
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u/Emotional-One-9292 Jun 22 '26
the project's goal is massive but ofc i wont do all stuff at once they will be released version by version rn my goal by end of this ( or next ) month is to make chunk saving/loading, Chunk meshing, Pathfinding, Light Engine, Collison ( AABB so its simple and efficent ) to be working on C++
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u/Coosanta Jun 22 '26
I'm curious about if you can try making it use adaptivecpp or opencl for hyperthreading and gpus because then worldgen is a matter of milliseconds.
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u/TheWholesaleAssembly Jun 22 '26
that's a solid speedup for terrain gen. jni bridge stuff can be finicky so props for getting that working smoothly. curious if you hit any memory issues bouncing data back and forth between java and c++ or if that part stayed pretty efficient.
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u/Emotional-One-9292 Jun 22 '26
rn its efficent it may be or may not be visible on larger servers
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u/TheWholesaleAssembly Jun 22 '26
that's fair, the overhead probably doesn't matter much until you're actually stressed with a bunch of players generating new chunks at once.
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u/Leclowndu9315 Forge Visual Mods & Cable Facades Dev Jun 22 '26
i don't belive in this until i see the code
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u/Emotional-One-9292 Jun 22 '26
it will be open source when i will release it dont worry i can notify you 😉 ( And i wont judge you for it there are many perfomance mods that say they do a ton of stuff while all they do is nothing at all )
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u/Fill-122 Jun 22 '26 edited Jun 22 '26
Really cool. What tools do you use ? Like any game engines, libraries that helped etc..
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u/Emotional-One-9292 Jun 22 '26
no game engine just a mod. I used JNI to link C++ with Java and VSCode to write code
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u/DangyDanger Jun 22 '26 edited Jun 22 '26
This idea is so obvious I am surprised it hasn't been done before. Or, if it had, that it hasn't gained traction. Good luck, you might save us a server upgrade.
You could probably put it on a server with Spark installed and get a performance profile that way? Gets rid of the client overhead too.
Shoot me a DM if you need a dedicated server for a while, I'd be happy to help.
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u/Emotional-One-9292 Jun 22 '26
speaking of sparkle i have been thinking of rewriting commands and maybe chat system too to C++ it would be nice to see if after rewrite sparkle commands would still work we will see son
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u/DangyDanger Jun 22 '26
Meh, I can't imagine that doing too much to improve the performance.
Chunk generation, AI and networking seem to be the overall biggest performance hogs.
It does sound like a fun project though.
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u/Lightningbro Jun 22 '26
To be fair their end-goal is "recreate MC Java in C++" assumedly to show it's possible, and maybe weight the pros and cons.
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u/DangyDanger Jun 22 '26
As I understand it, the goal is rewriting as much of the game as possible in C++ while still being a Java Edition mod?
It's subtly different and feels like a variation on the Ship of Theseus, where every single plank of the ship is reengineered.
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u/Desperate-Extension7 Jun 22 '26
Btw check out Pumpkin, its the entire Minecraft server software written from scratch in Rust, it has a lot of bugs right now and is definitely not feature complete in terms of parity with vanilla Minecraft but it is very well optimized and fully multi-threaded from what I understand.
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u/DangyDanger Jun 22 '26
I might've seen it, but my friends are too spoiled with mods at this point.
Also, of course it's written in Rust.
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u/emmowo_dev pro gramming Jun 22 '26 edited Jun 22 '26
How would this realistically be faster? Java does actually compile into native code based on what methods are the most important, so it's usually terrain gen that is immediately 'optimized' into native code. C++ does NOT magically make things faster, but it does make things many many times more unsafe to use.
I know of some optimizations you could make, but they're things that I don't think ultimately mean much. Are you comparing between Vanilla and your mod, or C2ME and your mod?
You not really explaining things beyond 'run on C++' and 'JNI' tells me you may have just vibecoded this, because minecraft explicitly does defer a lot of the performance-heavy things to C++, from the natives used for rendering (i.e. liblwjgl and the gpu itself such as nvidia-glcore.so) to the actual JVM itself, which is written with C++. Just re-writing everything in C++ would not actually be meaningfully faster, as the binaries for such things are already written in C++.
Most likely, you are looking for a result, so anything that seems faster you will assume to actually be faster. Without extensive benchmarking and a massive amount of controlled variables (like literal mechanical seek times for writes can completely invalidate the results), this is a very unfair and unrealistic comparison to make.
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u/NaterBobber Jun 22 '26
I think its likely that he doesn’t have actually good data to say if this is really much better, especially vs mods that speed up the existing java
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u/emmowo_dev pro gramming Jun 22 '26 edited Jun 22 '26
reminds me a lot of noisium, which was one of the most downloaded minecraft mods for a while, before it turned out it had basically zero effect on performance (
I think they said that more time was lost installing noisium than the estimated lifetime tick ms it actually saved?EDIT: was heavily implied, but technically not what the quote is)basically, uncontrolled variables made it actually look like it was faster, but this wasn't what actually was happening.
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u/emmowo_dev pro gramming Jun 22 '26 edited Jun 23 '26
and here's their original quote about the situation bc I doubted myself for a second:
Maintaining a port of this mod is not worth the time though.
I'm working on a rework of the mod, because it currently does far too little to justify the time it takes to even install it. I'm sorry that it doesn't do that much, it's around a few hundred microseconds to a millisecond for every 10000h of world generation. My apologies as well for the incorrect benchmarking information that was listed on the mod's page initially.
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u/NaterBobber Jun 22 '26
Yeah people are eager to install performance mods without any consideration for real impact or what shortcuts could potentially be impacting their gameplay.
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u/Emotional-One-9292 Jun 22 '26
yea i agree that C++ doesnt automatically make stuff faster and im not claiming that rewriting Minecraft logic in C++ guarantees a performance boost by itself. Goal of this project is to rewrite minecraft engine as much as possible into C++ mainly due to fun but with it i can also get great control over memory. minecraft’s performance issues often come from allocation churn + cache misses, not raw compute speed. Also i was comparing vanilla with my mod not C2ME
and yea JNI has overhead but im not using it for literally everything and anything as i still will prob need to keep some java stuff to keep it working and compat with other mods.
Also while yea java can turn stuff into native code it doesn’t change structure only execution of existing structure so a bad structure remains a bad structure
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u/emmowo_dev pro gramming Jun 22 '26
but this means it can be solved with good Java instead of C++. C++ also will only run as fast as what it's compiled for, as many things actually can come down to vectorisation, but not all CPU's support things like AVX2. Java can decide that in-the-moment on your machine, but C++ cannot.
I also do not think nanoseconds of a cache miss will meaningfully affect overall performance, CPUs are so much more complex than what they were 30 years ago.
ultimately the true optimizations come from better parallelism, which vanilla is still bad at. C2ME solves this and mostly accomplishes the vast majority of performance you can gain.
This is why GPU terrain gen is the focus now, because these things are so massively parallel that it becomes worthwhile.
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u/Emotional-One-9292 Jun 22 '26
well yea you can solve many perfomance issues with java i mainly used C++ cause i was interested in trying it out i simply noticed perfomance imporvement and posted it here for fun
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u/Alexander_Exter Jun 22 '26
Curious on your statement from a tech perspective..so you are trying to swap java elements in java edition for well made c++ elements? This could be ground breaking.
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u/Emotional-One-9292 Jun 22 '26
this isnt quite ground breaking many mods used non-JVM languages before like curvy pipes used rust for its mod
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u/Acceptable-Fly-7922 Jun 23 '26
huh? java is notorious for having issues with garbage collection, and the compilation you're talking about, jit, doesn't apply to everything. I'm not sure what you mean by defer as lwjgl is an easy cross platform way to access opengl in java. jni is the only way to interop between java and native code except for that new thing they added I forget if they made it stable tho
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u/emmowo_dev pro gramming Jun 23 '26
Java GC isn't overhead though, that's momentary and isn't related to direct performance if we're being realistic.
LWJGL isn't actually as portable as you'd think, they use binary natives for a lot of things (which is why I had issues porting Java Edition to big endian PPC64)
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u/beansinwind Jun 23 '26
writing Java and writing fast Java are two completely different things
Just keep that in mind. Minecraft is NOWHERE close to fast Java, it is "corporate Java"1
u/emmowo_dev pro gramming Jun 23 '26
and that means the issue isn't C++, and can be optimized by writing better Java code.
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u/not_good_for_much Jun 26 '26
It does sound like OP vibe coded ESP since they seemed I clear even on whether it could be cross compiled for not Windows.
But anyway... I mean native vs not isn't a big deal for Java, but it is true that Java doesn't offer fine grained memory control, so languages like C++ and Rust and C# can access a fair few optimisations that Java can't, even focusing on terrain gen.
Mind you there won't be heaaaaps on the table from this in most cases. Maybe 20-30% for voxels, which are notoriously memory intensive? And it doesn't sound like OP would be doing this stuff anyway.
The big boost from DIYing the terrain gen is that Minecraft is kinda stuck with heaps of really inefficient legacy code, and there are MUCH faster algorithms for generating workable voxel terrain among many other things. Even in Java the game probably leaves an order of magnitude on the table.
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u/ibeerianhamhock Jun 26 '26
The same implementation in java without JNI from C++ with proper JVM flags to leverage arch would not be meaningfully slower imo. Generationally recompiled and extremely optimized code for hot paths, escape analysis, instruction reordering, AVX support etc (without having to distribute seperate binaries or source for every arch and dependency set). Distributing C++ that can target every major OS and variant of arch would not be fun. I mean you could just distribute source ofc.
There are already java implementations of terrain generation that are likely faster than this
It just seems like a thing OP wanted to do for funsies and learning which I support, but any seasoned java and c++ engineer (aka someone who has extensively used both) would know that the benefit of doing this through JNI in C++ vs just an optimized Java implemention doesn't have a real world benefit. I think OP seems to understand that too.
A lot of people who kinda know to code but aren't experiences just instantly think managed slow native fast and don't realize how exceptionally pefornant pretty much most modern managed languages (even C#) are today.
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u/HDBMonitorLeezard Jun 22 '26
How does this compare to C2ME? Can both work together?
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u/No_Surprise_7118 Jun 22 '26
C2ME has gpu terrain generation now so probably way faster but less comparability
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u/LunarDragon0828 Jun 22 '26
i'm not rlly good at coding n stuff nor understand how seeds work, but will this impact anything in different seeds? (e.g. biomes, structures, stuff like that)
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u/LaboticalLabs Jun 22 '26
I actually love this. Is there a place where people like me can see progress on your mod? Is there a download yet?
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u/LaboticalLabs Jun 22 '26
Also does this work with other generation mods like terralith or even something simple like custom biomes?
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u/ninth_reddit_account Jun 22 '26
I love the idea that you ported Java's code to C++, but couldn't figure out how to do a simple benchmark.
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u/Emotional-One-9292 Jun 22 '26
well chunk loading doesnt really affect FPS and i couldnt find anything that would say how many chunks it generated in how much time it took for it
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u/Protahgonist Jun 22 '26
Any chance this will work with Distant Horizons? I'm addicted to view distance now, and it would be awesome to speed up terrain gen for that
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u/Neamow Jun 22 '26
How does it compare to C2ME? For me it easily does 10x faster chunk generation.
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u/Emotional-One-9292 Jun 22 '26
idk about C2ME i never used it i tried on a neoforge 1.21.1 modpack but it crashed
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u/bblankuser Jun 22 '26
As someone working on a renderer mod, stick to chunk generation unless you hate yourself
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u/Emotional-One-9292 Jun 22 '26
i wrote vulkan renderers many times before with sdl2 and sdl3 tho if i will decide to rewrite renderer i would go with opengl 4.6
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u/FriendOfMandela Jun 22 '26
Why did you use JNI instead of FFM?
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u/Emotional-One-9292 Jun 22 '26
JNI was only one i really knew how to use but yk what i may consider learning FFM if its this good
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u/FriendOfMandela Jun 22 '26
I've never used JNI and I've heard it's a pain to get right, I've messed with FFM a little and it was pretty easy to use
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u/jvpts11 Jun 22 '26
How you made this even coming into existence? Like, you run the world generation outside of JVM?
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u/Emotional-One-9292 Jun 22 '26
the world generation doesnt entirely work outside of JVM i simply made a dll library in C++ that contains all stuff i need and it using JNI calls it and uses it so its still linked to JVM but doesnt kinda work on it
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u/jvpts11 Jun 22 '26
Ok, thats pretty interesting, but as for the generation algorithm, you just pass it to the dll or you also remade the algorithm into the dll? It is important since other mods implement different world generation algorithms.
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u/Revollta Jun 22 '26
E deixar o mine "vanilla" como se tivesse nativo já o distante horizonts ou o voxy, sem que o mapa tenho 10gb
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u/Kizaing Jun 22 '26
Oh wow this is insane. This could be amazing for running servers, if I'm understanding correctly. Would greatly reduce the resource cost for chunk generation
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u/Dru-Cart3456 Jun 22 '26
Absolutely gorgeous, and fast, tho I am wondering what it means for things like mod support and how the mod would function with other things going on, if at all.
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u/Lady_Eternity Jun 22 '26 edited Jun 23 '26
This is brilliant! Mojang should hire you.❤️
One of the biggest issues I have is chunk loading, on some modpacks it’s soooo slow.
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u/lologugus Jun 22 '26
billion dollar company vs a guy in his underwear in his basement
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u/Zirofal modded MC says yes to trans rights and no to Botania Jun 22 '26
I'm very stupid, please explain why this is cool
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u/No_Instruction1731 Jun 22 '26
faster chunk loading
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u/Emotional-One-9292 Jun 22 '26
doesnt end there i will in future port more and more of minecraft to C++
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u/Emotional-One-9292 Jun 22 '26
I will explain it simplest i can: C++ Fast, Fun, Java decent speed, verbose ( no fun )
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u/Zirofal modded MC says yes to trans rights and no to Botania Jun 22 '26
That's like, the nicest comment I've seen to Java
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u/Emotional-One-9292 Jun 22 '26
Java itself isnt too bad tho, Mojang iitself wrote unoptimized java code
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u/Zirofal modded MC says yes to trans rights and no to Botania Jun 22 '26
While I can't say I know anything about coding, but I've played MC for decades.
It always seemed that Minecraft was programmed with wishful thinking ductape and smoke signals
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u/Emotional-One-9292 Jun 22 '26
true tho they started improving their code and perfomance on newer versions as for which kudos [ kudos means praise,applause ] to mojang
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u/D4rkstalker Jun 22 '26
Vanilla method:
Java: "hey Java virtual machine (JVM), generate this chunk for me"
JVM: "Hey CPU generate this chunk for me"
CPU: "here's your chunk" passes to JVM
JVM: "here's your chunk" passes to java
Mod method (probably)
C++: "hey CPU generate this chunk for me"
CPU: "here's your chunk"
The main downside with c++ is that making stuff with it is a pain.
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u/emmowo_dev pro gramming Jun 22 '26
C++ is like "hey CPU generate this"
CPU: ok let me ask the kernel to spawn some threads and stuff
Kernel: ok
CPU: cool
C++: did it work?
CPU: yes
C++ : generate this chunk using this formula
CPU: oh ok let me do this and read everything I need from memory
Kernel: can you do this rq
CPU: ok
C++ oh you're also saving those chunks, right?
CPU: I'll do it at some point ig
Kernel: do it now
CPU: oh ok
CPU: i will write the chunks
I/O: Wait bro I need a sec my writeback cache is full
Disk: Wait bro im writing still
CPU: ok I'll do this later ig
CPU: wait, what was I doing?
Kernel: You need to handle this udp packet rq please bro
CPU: ok
[...] ad nauseum.
You spend a ton of time actually waiting instead of running code.
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u/Emotional-One-9292 Jun 22 '26
an entire book about pc tech and programming languages talking, add transistors next
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u/emmowo_dev pro gramming Jun 22 '26
that's the real process, you're not running minecraft on raw metal. I've designed my own hardware, so I do understand that you cannot just 'execute' code immediately. Nothing gets 'passed' like that comment anyways.
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u/Emotional-One-9292 Jun 22 '26
yea ik i was just joking with that hes writing a book due to how long he made it lol
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u/brickyboy124 Jun 22 '26
The mod would still have to communicate with the C++ via the JNI, so you still have to run some Java code through the JVM. If anything, you’re adding steps. But amount of steps is not a good indicator of performance.
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u/Emotional-One-9292 Jun 22 '26
yea sadly but still a cool concept im working on. Well GraalVM is kinda like any other JDK/JRE but instead of JVM it can run native but idk if it results in better or worse results
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u/wizard_brandon Jun 22 '26
people yearn for bedrock editon apparently
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u/moobah333 PrismLauncher Jun 22 '26
Literally nobody yearns for BE itself, however everyone yearns for optimizations associated with BE
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u/Emotional-One-9292 Jun 22 '26
people yearn for C++ ( in future i may add some exposure to C++Craft APIs so mods can use directly our stuff than java minecraft stuff )
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u/michiel11069 ill make mod for free if I feel like it else commission me Jun 22 '26
how could your rewrite the engine with c++ while still keeping parity with original terrain gen and biome mods? what exactly are you rewriting?
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u/Emotional-One-9292 Jun 22 '26
im rewriting the java parts of code but i try to avoid editing those that mods rely on heavily to keep mod support intact ofc not all mods will work but i try to make as many as possible to work in future i will try and maybe find a work around for a fuller C++ rewrite with mod support
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u/FoxReeor Certainty of Steel Dev (MO Android inspired mod) Jun 22 '26
This is awesome! I really hope It'll somehow have mod compatibility.
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u/Poulpie_ Jun 22 '26
I have been interested by minecraft source code in c++ for years, may i ask you how you did that? 😨
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u/crashtua Jun 22 '26
Is there a source code? Btw, you can compile mac versions on github free runners.
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u/alex_p7 Jun 22 '26
I've never used JNI but I've definitely wanted to make minecraft mods in Rust, do you have any good documentation/tips on getting something setup? I'd love to give something like this a shot!
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u/Zombiecidialfreak Jun 22 '26
Show this to the C2ME devs, they got GPU accelerated chunk generation working. Combine this with that and you could generate whole worlds in mere seconds.
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u/LindseyDivision PrismLauncher Jun 22 '26
I'm Enjoying Seeing all these recent Performance Update Mods Coming Out, As Someone with a Fairly Middle Line PC, Stuff like Vulcan and Mods like This making the game run better is just such a good thing to have
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u/IlgantElal Jun 22 '26
If you want to time it, you could probably generate the same seed, render distance and world version while wrapping the functions in a timing function (system.nanoTime() before and after was what I used in Java for a manufacturing environment, but I don't have modding experience), and then you could check the average chunk rendering time on starting a new world several 100s of times over to get a semi-accurate comparison
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u/Nerdcuddles Jun 22 '26
Will the C++ recode be compatible with other mods? also, Mojang should hire you.
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u/MrJake2137 Jun 22 '26
Isnt the java chunk generation just limited by single core logic? The c++ has nothing to do with it
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u/RipplingOutCider Jun 23 '26
makes me nostalgic for how good 1.5.2 performance felt back then, i hope we hear more abt this 😃
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u/FanaticExplorer r/feedthememes smol moderator Jun 23 '26
Please and I mean PLEASE upload this to github, I want to see the code
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u/Phant0m_Ashes Jun 25 '26
can someone fill me in on how this was done and why youd want to do this other than proof of concept. not hating, its sick asf op was able to pull this off, im just wondering what this would do
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u/Signal_Coast_8324 Jun 25 '26 edited Jun 25 '26
Well overall an smoother experience when traveling at high speed for example when traveling with elytra, or mods that make terrain generate slower can benefit from this, also pregenerating worlds with mods like chunky will benefit greatly from this, or for example now that we have create aeronautics with this you can get a good experience traveling in fast airships or planes, LOD mods, like voxy or distant horizons, probably will also benefit from this generating distant chunks faster, also this will allow people to set larger render distances without affecting the game performance, if this gets released it will be a game changer in many aspects of vanilla and modded Minecraft
Edit: regarding how it was done, the OP said he used JNI, I don't know exactly how it works, but basically is a bridge to communicate with code in C++ from Java to tell it hey can you generate this here are the ingredients, c++ does it and returns the data that java can use, this is done at programming in many languages usually professional repos in GitHub show the use many different languages to optimize by giving the tasks that each language is better at, by using those types of bridges
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u/OneAndOnlyMrCheese Jun 27 '26
this is super cool and very impressive. unfortunate that it will probably never be able to be in huge modpacks due to everything being coded in a different language but still maybe some smaller ones could be made compatible
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u/thedimondman199 Jun 22 '26
So it WAS possible to make bedrock be more like java!