ccraft devlog - 3rd May 2026

It was a long time. But now it works. There were things messed up while separating code fragments from main.cpp, mainly linker errors. There were duplicate or missing symbols. It got fixed and now our server compiles successfully. I'm happy.

I believe the whole process of chopping code into several files would be faster on a computer. But Termux, Emacs, Vim and SSH do their work. I still sometimes switch over to VS Code. It's heavier but easier. What tool I use for coding just depends on situation.

There's still some code to chop down. main.cpp is still ~900 lines. At this moment the whole project is made of ~2000 lines.

A!!! Just lost connection... I hope the network wakes up. Okay.

What do we do after chopping the code? I was thinking of rewriting the whole thing to C. That will be hard and rough task, because the server heavily relies on vectors, maps, mutex, threading... libraries that are C++-specific. I've heard that if writing server software, write it only in some easy to comprehend programming language, for example Golang, Rust, Zig or even Python... But I feel like I'll stick with C++ for now. If we already went so far with ccraft2 written in C++, why not go further? Surely C++ is harder than Golang, but why not try? Roller Coaster Tycoon has been written in Assembly. Good to try crazy computer things.

If we don't go with rewriting to different programming language, we can just go forward with making the project more stable. Catching unhandled exceptions, simplest security patches, before we implement more features. After ccraft2 is stable enough, we can add: