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Is Minecraft based on the principle of components? If not, what organizational structure did they use?

I ask because I am beginning to feel like creating an engine arround components is quite frankly sucking the life out of me and overall getting massively in the way of my idea process. I know Markus is a one man run and gun programmer and I want to know how he decided to do things in this regard.

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Please note that according to the FAQ, "what technology some particular game used" questions are off-topic here. Also, Minecraft is not necessary a paragon of software architecture. – Philipp Apr 15 at 9:17
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The general rule for choosing a design paradigm is "do whatever works best for you". So when you have objective(!) reasons why another paradigm is more suitable for your project, then by all means, go for it. – Philipp Apr 15 at 9:20
Component-based starts to prove very useful to face frequent changes on a huge codebase. For a one-programmer effort, I don't think it's that important. As Philipp said, use whatever works for you. – Laurent Couvidou Apr 15 at 12:51
I haven't done this in a while but in order to mod the game, you literally have access to the entirety of the source code. You can see it for yourself. – UnderscoreZero Apr 15 at 15:37

closed as not constructive by msell, Anko, Byte56, BlueRaja - Danny Pflughoeft, John McDonald Apr 15 at 17:39

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1 Answer

Minecraft is written in Java so this kind of tool might help you better understand it: http://java.decompiler.free.fr/

Make sure you check the legislation and Mincraft licence terms first!

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It's obfuscated though. There is however a deobfuscator made specifically for Minecraft, called MCP. – BlueRaja - Danny Pflughoeft Apr 15 at 16:33
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this isnt an answer, its a comment – GameDev-er Apr 15 at 17:22
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@GameDev-er read the FAQ: "Any answer that gets the asker going in the right direction is helpful." – Den Apr 15 at 17:27
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@Den But link-only answers are no good either. – Anko Apr 15 at 17:38

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