Six weeks after 1.0
Moud 1.0 came out on 27 September. A lot has landed since, and most of it changes how a game goes from your editor to players. This is the short version; the changelog lists every change.
Moud is a place to play now#
Moud opens on a home screen of games. You sign in with your Minecraft account and press Play. Games have pages with badges and leaderboards, and you can add friends, make a party and send invites, which open Moud from a link.
Behind it is the catalog: it picks a server for each player, signs the ticket that lets them in, and keeps a game's saves and messages shared between all its servers.
Your game on your own servers#
moud fleet runs a game's servers on a machine of your own. It starts them when players need one,
closes empty ones, and moves players between places with the normal Minecraft transfer, so a lobby
can send people to an arena. You publish from Studio with Project menu > Publish, staff review
the version, and once it's accepted the game is public.
Players get your scripts as the source you wrote. Their game compiles them itself, and Moud never runs bytecode that came from another machine. Java access and mixins only run in a place you opened yourself and marked as trusted. The new Security page explains it all.
Studio#
- A new top bar, with Home, Model, Build, Animate, UI, Script, View and Plugins tabs, and playtest controls that can pause and step one frame at a time.
- Ctrl+K searches everything: commands, instances and properties.
- A code editor built in. Scripts open in Moud with luau-lsp's errors, completion and hover, plus multiple cursors, folding, rename, quick fixes, snippets, and a command bar that runs Luau in the running game. Errors the game hits show up underlined in the script.
- The animation editor was rebuilt, with a dope sheet, a graph editor, a pose library, onion skin and motion paths.
- A building tool with terrain brushes, region tools and a block palette, and Minecraft worlds can be imported into a scene.
- Collaborate lets several people edit one place together, with shared playtests.
Rendering and the engine#
Parts take their own shaders. The sky is physical and lights reflections, the world renders in HDR with auto exposure, and there is a graphics quality setting from 1 to 10. Interfaces got page, table and flex layouts, and widgets players can drag. Mesh collision and skinning landed too.
Under the hood, idle servers do almost nothing, and still parts cost far less every frame. We also fixed a long-standing bug where a player's copy of the scene could lose an instance. It turned out the server kept its own record of what each player had in the wrong shape.
Thanks to everyone who reported bugs on the forum and on Discord. Keep them coming.
