real time position sharing on minecraft, reimplementation of https://github.com/collarmc in Rust (and much less complexity)
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2024-10-04 15:24:05 +02:00
java chore: sample java class for testing, + pom.xml 2024-10-04 15:24:05 +02:00
src feat: initial work on making it work with just udp 2024-10-04 15:22:28 +02:00
.editorconfig chore: initial project setup 2024-10-03 18:56:51 +02:00
.gitignore chore: initial project setup 2024-10-03 18:56:51 +02:00
.rustfmt.toml chore: initial project setup 2024-10-03 18:56:51 +02:00
Cargo.lock feat: initial work on making it work with just udp 2024-10-04 15:22:28 +02:00
Cargo.toml feat: initial work on making it work with just udp 2024-10-04 15:22:28 +02:00
README.md docs: added readme.md 2024-10-03 19:05:35 +02:00

collarmc

when playing on some vanilla servers, you end up going very fast to reach distant places. like, VERY fast!!

playing with friends like this is incredibly annoying because they blink in and out of render distance, making coordinating awful.

collarmc aims to solve this: with a super simple websocket backend, users can join a room and directly share their coordinates.

this is only half of the system: the server. clients will need to have an extension which connects to this websocket backend and force spawns players in world.

inspiration

this project is a clone of https://github.com/collarmc. their site is down and their software is a bit too complex for my tastes.

original project also had text and voice chat, plus emojis and more. i don't care about that, i only want positions share.

so i decided to rewrite it, trying to dramatically simplify the project.

security

there are no user accounts, when connecting you tell on which "room" to join, and all your position packets will be sent to any other user in the same "room".

to have secure sessions, make sure to choose a hard to guess room id, consider it as your "session password". you should also use a new one every time.

to avoid bad actors from bruteforcing room passwords, consider running fail2ban on the server, or just use VERY long passwords (128+ chars)