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RealmCrafter: Community Edition

RealmCrafter: Community Edition

The open-source MMORPG engine, reborn.

Build vast online worlds without writing a renderer, a netcode stack, or a database layer from scratch. RCCE picks up where the original RealmCrafter left off — modernized, cross-platform, community-driven, and free forever.


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Platform: Windows Platform: macOS Engine: BlitzForge

Download · Docs · Discussions · Community Forum · Wiki · Contribute


Why RCCE

RealmCrafter was one of the earliest tools that let solo developers and small teams build real MMORPGs — persistent worlds, characters, quests, NPCs — without rolling their own engine. Then it stopped being maintained. The community refused to let it die.

RealmCrafter: Community Edition (RCCE) is the actively-developed continuation. Same accessibility. New foundations.

Original RealmCrafter RCCE
Status Abandoned Actively maintained
Platforms Windows only Windows (stable) + macOS Apple Silicon (alpha)
Compiler Closed-source Blitz3D BlitzForge — open-source fork with ARM64 codegen
Tooling Frozen Modern VS Code extension, native IDEs, CI
License model Proprietary Community / open development
Community Forum-only GitHub, Discord, Discussions, Forum
Bug fixes None Continuous
Pull requests N/A Welcome from anyone

What's in the box

  • Game Engine — A complete client/server runtime for building 3D MMORPGs.
  • Project Manager — A visual launcher that creates, configures, builds, and packages your game.
  • World Editor (Architect) — Place terrain, meshes, NPCs, spawn points, and quest triggers.
  • Scripting System — Familiar BlitzBasic-style game scripting (Server Data/Scripts) — no C++ required to ship a game.
  • BlitzForge Compiler — Our modernized Blitz3D toolchain, vendored at compiler/BlitzForge, with cross-platform Mach-O / PE output.
  • Networking + Persistence — RCEnet networking and SQL/MySQL backends out of the box.
  • VS Code Extension — Syntax highlighting, build, debug, and test workflows for the Blitz language (extras/vscode-blitz-forge).
  • Sample Content — A populated default project so you can launch a working world in minutes.

Quick start

Install a release (recommended)

  1. Grab the latest build for your OS from Releases.
  2. Unzip it.
  3. Launch Project Manager (Project Manager.exe on Windows, Project Manager on macOS).
  4. Open the bundled sample project, hit Run Server, then Run Client.

macOS users — alpha. RCCE produces native Apple Silicon binaries via BlitzForge's macOS port, which is currently alpha: the runtime path is incomplete, many language and standard-library features are not yet wired up, and breakage is expected. Use the macOS build for development and feedback, not for shipping a game. See macOS Apple Silicon notes for the current source-build flow and compatibility caveats.

Build from source

git clone --recurse-submodules https://github.com/RydeTec/rcce2.git
cd rcce2

Forgot the submodules?

git submodule update --init --recursive

Windows:

compile.bat            :: build engine + tools
compile.bat -b         :: also rebuild the BlitzForge toolchain
publish.bat            :: produce a redistributable release

macOS (Apple Silicon):

./scripts/bootstrap_macos.sh    # one-time toolchain setup
./compile.sh -b                 # build BlitzForge (blitzcc + runtime/linker)
./compile.sh                    # build engine + tools
./test.sh                       # compile the Blitz test suite
./publish.sh                    # produce a redistributable release

Useful flags (both platforms): -b rebuild BlitzForge, -e skip engine, -t skip tools.

Repository layout

rcce2/
├── src/                        # Engine source (BlitzBasic): Client, Server, GUE, Project Manager, Tests
├── data/                       # Default game project (worlds, scripts, assets)
├── compiler/BlitzForge/        # Modernized Blitz3D compiler + runtime (submodule)
├── extras/vscode-blitz-forge/  # VS Code language extension (submodule)
├── extras/reshade/             # ReShade integration (submodule)
├── docs/                       # Engine + scripting documentation
├── release/                    # Build artifacts produced by publish scripts
├── scripts/                    # Cross-platform build helpers
└── bin/                        # Runtime binaries (compiled / vendored)

Documentation

Docs are a work in progress. Improvements are one of the highest-leverage ways to contribute — see below.

Roadmap highlights

  • ✅ Cross-platform build scripts (compile.sh, publish.sh, bootstrap_macos.sh)
  • ✅ ARM64 code generation in BlitzForge
  • 🚧 macOS arm64 native runtime (Mach-O, no Wine/Rosetta) — alpha, not production-ready
  • 🔄 Filling in the macOS runtime to reach feature parity with the Windows runtime
  • 🔄 Continued modernization of the rendering and audio backends
  • 🔄 Documentation overhaul
  • 🔮 Linux runtime (community interest tracked in Discussions)

Contribute

We welcome contributors at every level — players reporting bugs, scripters polishing the default project, artists improving sample assets, and engine developers landing C++ and Blitz changes.

How you can help

You are a... You can... Start here
Player / hobbyist File bugs, request features, write tutorials Issues · Ideas
Game designer Improve the default project — quests, NPCs, balance, UI data/
Scripter Improve gameplay scripts in BlitzBasic data/Server Data/Scripts
Blitz developer Improve engine source (Client / Server / Tools) src/
C++ developer Improve the compiler and runtime compiler/BlitzForge/src
Writer Improve docs and onboarding docs/
Tester Add tests in the src/Tests folder; they run on every commit test.bat

Workflow

  1. Fork or clone, then branch from develop.
  2. Make focused changes (small first PRs are encouraged).
  3. Run test.bat — tests run automatically on commit; they must pass.
  4. Open a PR targeting develop. Releases are PRs from developmaster.

To get push access, request to join the RCCE Contributors team.

Community

Tooling and resources

VS Code Blitz extension — install instructions
cd extras/vscode-blitz-forge
nvm use 22.10.0
npm install
npm run build

In VS Code: Ctrl+Shift+PInstall from VSIX → select the generated blitzforge-*.vsix. The extension exposes compile / debug / test / publish launch configurations.

Native IDEs

Both BlitzForge and the legacy BlitzRCPlus ship with native IDEs in their compiler/ folders. Additional Blitz IDE installers are bundled in extras/.

ReShade — modern post-processing

Run the ReShade setup in extras/ to (re)install. Press Shift+F12 in the running client to open the control panel. Copy bin/ReShade.ini.example to bin/ReShade.ini first; otherwise the default control panel hotkey is Home.

Audio conversion (OGG)

A bundled copy of Freemake (in extras/) bulk-converts audio files to OGG.

Custom executable icons

Use Resource Hacker to swap the BlitzForge default icon on your shipped game executable.

Acknowledgments

RCCE stands on the shoulders of:

  • The original RealmCrafter team — for the vision.
  • Blitz Research and the BlitzBasic / Blitz3D community — for the language that powers it.
  • Everyone who kept the forum alive while the project was dormant.
  • Every contributor who has filed a bug, opened a PR, or shipped a tutorial.

License

RealmCrafter: Community Edition is a community-maintained continuation of the original RealmCrafter project. Licensing for individual subsystems (engine source, vendored libraries, ReShade, FastExtension, sample content) follows the licenses shipped alongside each component — see the relevant files in extras/ and submodule directories. For questions about reuse, redistribution, or commercial use, please open a Discussion or contact the maintainers.


Build something massive.

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