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