About the engine

We didn't mod Minecraft.
We rewrote it.

Droopy Client is a client engine: an independent, from-scratch implementation of the Minecraft Bedrock client. When you own the engine you own the rules, and that's the whole point.

100%engine code we wrote
0injection, hooks or offsets
2targets: native and WebAssembly
∞devices with a browser
Why an engine

Every other client is a guest.

A normal client runs inside the official game. It patches memory, hooks functions and hopes the next update doesn't move anything. It only gets to change what the game happens to expose, and it only runs where the official game runs.

The Droopy engine is the host. We wrote the renderer, the world, the networking, the UI and the input system ourselves, so nothing is out of reach. Want the world drawn differently? It's our renderer. Want to see or shape a packet? It's our network engine. Want it on a TV? It's our runtime.

That's what "no limitations" means here. It isn't a marketing line, it's how the engine is built.

→Youany device, any browser
06Module enginecombat · movement · visuals
05UI engineJSON UI · forms · HUD
04Render enginemeshing · shaders
03World enginechunks · light · physics
02Network engineRakNet · Bedrock
01Runtimenative · wasm
Subsystems

Inside the client engine.

render

Render engine

Chunk meshing on worker threads, smooth lighting, ambient occlusion, biome tinting, animated textures, entity models and skins. All drawn through our own shader pipeline, on OpenGL natively and WebGL2 in the browser.

world

World engine

Decodes the server's chunks, keeps the block world, heights and biomes in memory, and drives the client-side physics, so movement feels like the real thing.

net

Network engine

A complete Bedrock protocol stack over RakNet, kept current with the latest game versions. In the browser it reaches servers through our own relay, so a tab can join real Bedrock servers.

ui

UI engine

Reads Bedrock's JSON UI definitions and lays them out itself. Server forms, the HUD and containers render properly, alongside our ClickGUI, HUD editor and module list.

input

Input engine

Raw mouse with pointer lock, full keyboard binds and a purpose-built touch layout. Every device gets controls that make sense on it.

modules

Module engine

Modules are first-class engine code. They read the world, draw in the renderer and act through the network engine directly, with no hacks in between.

One engine, every screen

Compiled once.
Runs anywhere.

The same engine source builds a native desktop client and a WebAssembly build. The web build is a single compressed download that your browser caches, and your settings and account stay saved on that device.

What happens when you press Launch
01
The engine downloads once, then loads from cache
02
WebAssembly boots the engine in your tab
03
WebGL2 hands the render engine your GPU
04
The network engine joins through the relay
05
You're in the server

Own the game you play.

Make an account, link your Microsoft account once, and launch the engine from any screen you own.