Minecraft Java Co-Engine

Godot Version

Undecided

Question

Sorry to bother the community, I’m new here and very much new to game development. I’m struggling to decide which game engine to go with and was searching for game engines with JVM compatibility that might work for my end goal.

My hope is to develop a co-engine for Minecraft Java to offload visuals, rendering, physics, shaders, to GPU via a Vulkan pipeline, while using MC Java as the game backend. This came about because I’ve struggled for the last year trying to program a real world fluid dynamics mod for MC Java 1.20.1 and 1.21.1.

If Anybody cold give me any insights on how Godot might work with such a project over say Unity, UE5, or CryEngine, I’d greatly appreciate it.

func _ready() -> void:
    print("hello world")

Might be easier after 4.6 or 4.7 is released and GDExtension is improved.

Alternately, you could look at just using Rapier although the base version is built in Rust, so you’d be looking at a Java/Rust plugin. But adding in Godot, Unity, Unreal or CryEngine would complicate what you say you want to do.

The problem is, Java only engines tend to be CPU bound and can’t do GPU offload, nor do they have the Physics capabilities I’m looking for; or there is licensing issues. I can look at Rapier and I’ll check out the Godot 4.6/4/7 release to see if it’s a better option. Although, I don’t know what the time line is for their release.

I expect 4.6 to be released in the next few weeks. It’s currently in beta-2 so you can try it now. I’d expect 4.7 in the next 2-3 months.

Perfect, I’ll have a look at the beta and see if its the right fit. I’m still not sure which route I should go. Especially because another modder created VulkanMod which replaces all of the OpenGL calls to Vulkan, but that breaks virtually every advanced mod for Minecraft Java. I’m going to need to figure out a way around that pitfall so that the co-engine is mod agnostic.

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