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GitHub - thebriangao/pebble: The open-source alternative to Minecraft: Java Edition, a complete block-survival game in ~45,000 lines of Swift + Metal. Zero dependencies, fully deterministic, singleplayer for now. Not affiliated with Mojang or Microsoft. We lowkey need y'all to submit bug reports cuz there are so many 😭
briangao · 2026-06-14 · via Show HN

Pebble

The open-source alternative to Minecraft: Java Edition.

A complete block-survival game, built from scratch in Swift + Metal.
Every sound synthesized in real time. Every chunk carved from noise.

In-game render — dawn over a lake in a cherry grove, mountains behind, ultra graphics


Pebble is the open-source alternative to Minecraft: Java Edition — a native macOS voxel survival game with the full overworld/nether/end progression: worldgen, mobs, redstone, crafting, enchanting, brewing, villages, raids, and boss fights — implemented in ~45,000 lines of Swift with zero external dependencies. No game engine, no .xcodeproj. The renderer is hand-written Metal, the audio engine synthesizes every sound from oscillators at runtime, and the game looks the way it does thanks to Faithful 32x as its built-in texture set.

Pebble is an original fan re-creation inspired by Minecraft: Java Edition 1.20. It is not affiliated with, endorsed by, or connected to Mojang Studios or Microsoft in any way, and contains no Mojang code or assets. Full statement in Disclaimer below.

Pebble 1.0.0 is a beta. The engine is pinned by 456 golden regression checks, but a game of this scope absolutely has bugs we haven't found yet — we just don't know where they are. If you hit one, opening an issue would mean the world to us, and a pull request with a fix even more. See Reporting bugs & contributing for what to include.

By the numbers

Lines of Swift ~45,000 across 82 files
External dependencies 0 (Apple frameworks only)
Blocks 879
Items 1,188
Biomes 63 (overworld, nether, end, cave biomes)
Entity types 100 (55+ mobs with full AI, vehicles, projectiles)
Structures 19 types, 30+ variants (villages, strongholds, bastions, end cities, ancient cities…)
Golden regression checks 456, all green (pebble test)
Renderer Metal, 15+ passes, runtime-compiled MSL
Textures Faithful 32x by the Faithful team (third-party, fully credited)
Audio assets 0 — fully synthesized (AVAudioSourceNode + biquad filters)
Performance 200+ fps at full fancy settings on an Apple-silicon MacBook Air
World load ~2–4 s cold

Features

  • Full survival loop — mining with tool tiers, hunger/saturation, XP, sleeping, fall damage, drowning, fire, status effects, death messages, respawn/keep-inventory game rules.
  • Worldgen — multi-noise climate sampling (temperature/humidity/continentalness/erosion/weirdness) through spline-driven terrain, 3D density caves (cheese/spaghetti/noodle), ravines, aquifers, ore distribution per vanilla 1.20 tables, snow lines, and 63 biomes including lush caves, dripstone caves, and the deep dark.
  • Three dimensions — overworld, nether (fortresses, bastions, all five nether biomes), and the end (dragon fight, end cities, gateways), connected by working portals.
  • Structures — villages with professioned villagers and working trades, strongholds with the portal room, mineshafts, desert/jungle temples, igloos with basements, witch huts, ocean monuments and ruins, shipwrecks, buried treasure, ruined portals, woodland mansions, amethyst geodes, ancient cities with sculk and shriekers.
  • Mobs & AI — 55+ mobs with A* pathfinding, goal-based AI (breeding, taming, fleeing, pack hunting), villager gossip and trades, piglin bartering, raids with waves and Hero of the Village, and the three bosses: Ender Dragon, Wither, Warden (with vibration detection).
  • Redstone — wire networks with 0–15 power levels, repeaters with locking, comparators that read containers, pistons with quasi-connectivity and slime/honey push sets, observers, dispensers, hoppers, rails, sculk sensors.
  • Items & systems — shaped/shapeless/tag crafting, smelting in three furnace types, brewing, enchanting with 39 enchantments and a compatibility matrix, anvils, grindstones, smithing with armor trims, stonecutters, loot tables with fortune/looting, fishing, archaeology with sherds and decorated pots, advancements.
  • Vanilla-exact player physics — walk 4.317 b/s, sprint 5.612 b/s, jump apex 1.2522 blocks, sprint-jumping, water/lava/elytra movement, ice slipperiness, soul sand, honey — verified by independent-derivation tests in the suite.
  • Faithful 32x textures, built in — the complete Faithful 32x art (third-party, fully credited — see Disclaimer) ships inside the app and loads through Pebble's own zip/.mcmeta reader: atlas textures, animations with interpolation, GUIs, fonts, entity skins, and sun/moon art. Self-restoring if the file goes missing.
  • Ultra graphics — a built-in enhanced pipeline: SSAO, shadow-marched volumetric god rays, Poisson soft shadows, and ACES tonemapping. One toggle in Options → Video.
  • Generative music — no audio files anywhere; ambient music, jukebox discs, and all ~hundreds of sound effects are synthesized from oscillator/noise recipes with envelopes, vibrato, positional stereo, underwater lowpass, and cave reverb.

Install

Requirements: macOS 14+ and the Xcode command-line tools (xcode-select --install). Apple silicon recommended.

git clone https://github.com/thebriangao/pebble.git && cd pebble
./pebble install

That builds in release mode, assembles a signed Pebble.app, installs it to ~/Applications, and links the pebble CLI onto your PATH.

./pebble install    build from source and install ~/Applications/Pebble.app
pebble update       pull the latest version, rebuild, swap the live app
pebble run          launch Pebble
pebble test         run the 456-check golden test suite

For development you can also run straight from the checkout — swift run -c release Pebble — and the app will find its packaged assets in packaging/.

Controls

WASD to move, mouse to look, Space to jump, Shift to sneak, Ctrl (or double-tap forward) to sprint, E for inventory, Esc to pause. F1 hides the GUI, F3 toggles the debug overlay, F11 toggles fullscreen (also in Options → Video). Scroll the hotbar with the wheel or trackpad. Everything is rebindable in Options → Controls.

Where things live

Path What
~/Library/Application Support/Pebble/pebble.db All worlds, chunks, players, advancements (single SQLite database)
~/Library/Application Support/Pebble/settings.json + keybinds.json Settings and keybinds

To uninstall completely: delete ~/Applications/Pebble.app, ~/Library/Application Support/Pebble/, and the pebble symlink on your PATH (/opt/homebrew/bin/pebble or /usr/local/bin/pebble).

Project layout

Sources/PebbleCore/   the engine — headless, no AppKit, fully testable
  Core/               deterministic math: fdlibm trig, seeded RNG, simplex noise
  World/              chunks, block registry (879), light engine, block entities
  Gen/                terrain, biomes, features, all structures
  Entity/             100 entity types, AI, pathfinding, player physics
  Items/              item registry (1,188), recipes, enchants, potions, loot
  Systems/            interact, redstone, fluids, farming, combat, raids, portals
  Render/             section mesher, texture atlas, entity models
  Game/               GameCore tick orchestrator, SQLite saves, settings
Sources/Pebble/       the macOS app — window, Metal renderer, UI, audio, input
Sources/pebsmoke/     golden test harness (456 checks against goldens/*.json)
goldens/              golden baseline files pinning engine behavior
packaging/            Info.plist, icon, logo, title art, bundled Faithful textures
pebble                the build/install/test CLI

A deeper tour lives in ARCHITECTURE.md.

The determinism contract

Pebble's engine is fully deterministic: a portable fdlibm implementation of sin/cos/atan2 (pure IEEE-754 operations, no platform math library), 32-bit-wrapping integer hashes, and seeded RNG everywhere mean the same seed produces the identical world — bit for bit, on any machine, across releases. That contract is enforced by golden baseline files: pebble test runs 456 checks covering terrain hashes over full chunk pipelines, a 55-mob zoo ticked 200 steps and compared at checkpoints, 911 transcendental-math probes, recipe/enchant/loot RNG lockstep, a redstone contraption timeline, and independent derivations of vanilla physics constants. The goldens are the contract that keeps the engine honest — a change that moves a single block in an existing world fails the suite.

Development hooks

Useful environment variables for testing and automation:

Variable Effect
PEBBLE_AUTOLOAD=1 skip menus, load the most recent world
PEBBLE_NEWWORLD=<seed> create a fresh world with that seed (worldgen testing)
PEBBLE_CMD="/tp 0 120 0;/time set 1000" run chat commands once the world is up
PEBBLE_SHOT="/tmp/x.png@300" capture a frame N frames after load
PEBBLE_WORLDS=1 jump straight to the world-select screen
PEBBLE_BOT=1 run the physics validation bot through the real input path
PEBBLE_PHOTOBOOTH=1 studio rig that captures every mob and block to PNGs (PEBBLE_BOOTH_MOBS=cow,sheep / PEBBLE_BOOTH_BLOCKS=- to filter)
PEBBLE_PROF=1 print per-stage load/tick timings
PEBBLE_PACKDEBUG=1 log texture tile coverage and entity-skin resolution
PEBBLE_GEOM_DEBUG=1 log entity geometry construction
PEBBLE_REGOLD=1 rewrites golden baselines — see CONTRIBUTING before using

Reporting bugs & contributing

Contribution is incredibly welcome. This is a first public beta: the engine is golden-tested, but the bug list is unknown by definition — the bugs are out there, and you will find them before we do. Every report genuinely helps.

Found a bug? Open an issue. To help us identify and fix it, please include:

  • macOS version and Mac model/chip — e.g. "macOS 15.2, M2 MacBook Air".
  • Pebble version — bottom-left of the title screen.
  • What you did, what happened, what you expected — rough steps to reproduce are fine.
  • World context if it's an in-world bug: the seed, the dimension, and your coordinates (the F3 overlay shows all three).
  • Settings that matter: render distance and whether ultra graphics are on.
  • Screenshots or video for anything visual.
  • For crashes: the crash report from ~/Library/Logs/DiagnosticReports, and terminal output if you launched with pebble run from a terminal.
  • If the engine itself seems wrong (worldgen, physics, redstone): the tail of pebble test — it should print 456 passed, 0 failed.

Even better than a bug report is a pull request with a fix — see CONTRIBUTING.md for the build/test workflow and the conventions that are load-bearing (registration order, RNG discipline, determinism rules). PRs of all sizes are wanted, from typo fixes to subsystem work.

  • CONTRIBUTING.md — build, test, golden workflow, load-bearing conventions.
  • SECURITY.md — threat model and how to report vulnerabilities privately. Pebble makes zero network connections and collects nothing.
  • LICENSE — MIT, covering the code in this repository. The bundled Faithful artwork is third-party content under its own terms.
  • CHANGELOG.md — release history.

Disclaimer

Pebble is an independent, original fan re-creation. It is not an official Minecraft product. It is not affiliated with, endorsed by, sponsored by, or connected to Mojang Studios, Microsoft Corporation, or any of their subsidiaries, in any way. "Minecraft" is a trademark of Mojang Synergies AB / Microsoft; Pebble does not use the name in the software and claims no association with the trademark holders.

Pebble's gameplay design is inspired by Minecraft: Java Edition 1.20 — game rules and mechanics reimplemented from publicly observable gameplay. Concretely:

  • No Mojang/Microsoft source code is used. Every line of game code was written for this project by its author — the sole third-party-derived code is the fdlibm trigonometry port in Sources/PebbleCore/Core/DetMath.swift (Sun Microsystems' permissive license, notice preserved there). Nothing is decompiled, disassembled, copied, or derived from Minecraft's code.
  • No Mojang/Microsoft asset files are included. The engine's texture atlas is generated by code; the default visual layer is the third-party Faithful 32x pack (credited below — the Faithful team's own artwork); sounds and music are synthesized in real time from oscillator recipes; fonts are a built-in bitmap glyph set; entity models are hand-written Swift reproducing the vanilla mobs' publicly documented box dimensions and UV layouts — required for Java Edition-format entity textures to map onto them correctly. There are no extracted game files anywhere in this repository.
  • Pebble is free, open-source, non-commercial, singleplayer only, and connects to nothing.

Third-party content: the app bundle ships the complete, unmodified Faithful 32x (1.20.1) as its built-in texture set. That artwork is the work of the Faithful team and its contributors, distributed under the Faithful License (included verbatim here and in the app bundle, as it requires) — it is not covered by this repository's MIT license. Pebble is free and non-commercial, consistent with that license's no-monetization requirement. If anyone with rights in that artwork prefers it not be bundled, contact the address below and it will be removed promptly; Pebble remains fully functional without it. Pebble's ability to read the file format the artwork ships in is an independently implemented compatibility feature and implies no affiliation.

Pebble is provided "as is", without warranty of any kind (see LICENSE). It writes only to ~/Library/Application Support/Pebble/ and ~/Applications/Pebble.app. Questions, concerns, or good-faith takedown requests from rights holders: briangaoo2@gmail.com (subject starting with [pebble]) — they will be honored quickly.


Singleplayer, for now.