Tags: thebriangao/pebble
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Minor bug fixes. - Fixed a build failure on newer toolchains (e.g. Swift 6.2.3 / Xcode 26.3, M-series): a literal-arithmetic expression in Mesher.swift overran the Swift type-checker, breaking `./pebble install`. Hoisted into typed locals — worldgen and mesh output are byte-identical. (Fixes #1) - Fixed entity facing: mobs and the third-person player were rendered rotated by -yaw instead of the (180° - yaw) convention, so they faced and walked backward. Render-side only. Update: `cd pebble && git pull && ./pebble install`
Pebble 1.0.0 — first public beta The open-source alternative to Minecraft: Java Edition. A complete, native macOS block-survival game built from scratch in Swift + Metal — no game engine, no .xcodeproj, zero external dependencies. == What ships == * ~45,000 lines of Swift across 82 files; the renderer is hand-written Metal (15+ passes, runtime-compiled MSL), the audio engine synthesizes every sound and all music in real time from oscillator recipes — zero audio files anywhere. * Content: 879 blocks, 1,188 items, 63 biomes, 100 entity types (55+ mobs with goal-based AI and A* pathfinding), 19 structure types (30+ variants), 39 enchantments; full brewing / enchanting / smithing / stonecutting / archaeology systems, advancements, raids, and villager trading. * Three dimensions with working portals and full progression: overworld -> nether (fortresses, bastions) -> end (dragon fight, end cities, gateways), plus the Wither and the Warden. * Worldgen: multi-noise climate sampling, spline terrain, 3D density caves, ravines, aquifers, vanilla-1.20 ore tables, snow lines, and cave biomes including the deep dark. * Redstone: wire networks, repeaters with locking, comparators that read containers, pistons with quasi-connectivity, observers, hoppers, rails, sculk sensors. * Vanilla-exact player physics, verified by independent derivations in the test suite (walk 4.317 b/s, sprint 5.612 b/s, jump apex 1.2522 blocks). * Faithful 32x textures built in (third-party, fully credited, license included) plus a built-in "ultra" graphics pipeline: SSAO, volumetric god rays, Poisson soft shadows, ACES tonemapping. * Persistence: a single SQLite database (WAL) holding worlds, chunks, players, and advancements. * Fully deterministic: identical seeds produce identical worlds on any machine, across releases — pinned by 456 golden regression checks, all green. Warning-free build; 200+ fps at full fancy settings on an Apple-silicon MacBook Air; ~2-4 s world loads. == Known limitations == * Singleplayer only, for now — there is no networking code in 1.0.0. * Elytra flight omits vanilla's dive-redirect term; otherwise vanilla-derived. * Armor trims show in tooltips but not yet on worn armor. * No resource-pack or shader-pack loading — the Faithful art and the ultra pipeline are built in; user-supplied packs are not a feature. == Install == git clone https://github.com/thebriangao/pebble.git && cd pebble ./pebble install Requires macOS 14+ and the Xcode command-line tools. Apple silicon recommended. == Beta == This is a first public beta. The engine is golden-tested, but a game of this scope certainly has bugs we haven't found yet. Issues and pull requests are incredibly welcome: https://github.com/thebriangao/pebble/issues == Disclaimer == Pebble is an independent, original fan re-creation inspired by Minecraft: Java Edition 1.20. It is NOT affiliated with, endorsed by, or connected to Mojang Studios or Microsoft in any way, and contains no Mojang code or assets. "Minecraft" is a trademark of Mojang Synergies AB / Microsoft. Faithful 32x is the work of the Faithful team, bundled under its own license. See README and LICENSE for the full statement.