- An honest correction first: the previous snapshot's message announced the owned skinning lane, but the code itself missed that snapshot by minutes — two sessions landed at once and the export carried the older tree. The skinning lane actually ships here, together with its follow-up. - The follow-up is the bone-entity collapse. A creature's ~75-bone skeleton existed as ~75 world entities, each paying transform propagation and bookkeeping every frame, to serve the ~5 bones anything actually hangs off (held weapons, glow emitters, the mount seat, overhead markers). A rig's pose now lives in plain arrays on the model itself; only the consumer anchor points remain as entities. At the crowded dungeon spot ~59,000 entities became ~28,000 anchors (80k total → 50k), palette uploads coalesce into a handful of writes, and another ~3 CPU ms came off the frame. - The movement echo the server sends about your own character is applied now, the way the original client always applied it — groundwork that GM flight cashes in later today. - The capture harness pins its clock per frame now, not just its frame count — a slow run used to drift every animation out from under a golden image. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
benilla
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy, speaking the vanilla protocol to a vmangos server. Every file format and the network protocol are implemented from scratch — no original client code, no third-party WoW crates, and no bundled game assets: benilla reads its data at runtime from your own 1.12.1 install.
What works
- Formats & assets — in-repo readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO), wired into Bevy as an asset source, plus extraction CLI tools.
- World — streamed terrain with the distant horizon, portal-culled WMOs with interior lighting, doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night lighting, fog, glow, and gamma passes.
- Models & animation — GPU-skinned M2s with the full animation controller (cross-fades, one-shots, fidgets), a near feature-complete particle system, ribbons, and animated gameobjects (doors, chests, mailboxes, lifts).
- Characters — customization end to end, the armor-region texture composite, held weapons and sheathing, and mounts.
- Movement & travel — a WoW-feel controller (run/strafe/jump/swim/step-up), networked movement in both directions, a follow-camera with collision, ridden boats and zeppelins, and taxi flights.
- Networking — SRP6 auth through world-session crypto, the object-descriptor mirror into the ECS, and live wire coverage for movement, chat, spells and auras, party, mail, trade, vendors, bank, trainers, quests, loot with group rolls, and death.
- UI — a from-scratch FrameXML + Lua UI engine driving the built-in interface: login and character screens, the full HUD, the classic windows (bags, spellbook, talents, quests, mail, merchant, trade, bank, world map, …), chat, and tooltips.
- Combat — melee with the faithful swing law, ranged and Auto Shot, casting with GCD, cooldowns and the cancel ladder, and the spell-visual pipeline (kits, missiles, impacts, ground rings).
- Audio — music, ambience, and SFX under the client's own selection and crossfade rules, with interior/underwater transitions and zone reverb.
Not built yet
Guilds, the auction house, hunter/warlock pets, duels and inspect, the social panel (friends/who), PvP systems, the macros/options/key-binding screens, and third-party addon loading — the Lua/FrameXML engine currently runs only the built-in UI.
Running it
You need a 1.12.1 (build 5875) client install for game data, a vmangos server to connect to, and stable Rust.
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
The server defaults to localhost — point WOW_HOST at any IP or hostname, with an optional
auth port: WOW_HOST=play.example.com:3724. A bare host uses port 13724 (this project's own dev
deploy); a stock vmangos realmd listens on 3724, so you'll usually want the explicit port.
Credentials go in at the login screen, or set WOW_USER / WOW_PASS to skip it.
Contributing
benilla is a solo project and isn't taking pull requests for now. Bug reports and questions are welcome — open an issue, or bring them to Discord. Comments throughout the code cite numbered decision records and method notes from a private development log; the citations won't resolve here, but the reasoning they carry is kept in the comments themselves.
Development happens in that private tree, and this repo is its published export: each commit here is one squashed snapshot of everything that landed since the last one, titled with what changed — not an atomic change, which is why they're large and why there are few of them.
Acknowledgements
The wowemulation-dev community — and warcraft-rs in particular — was an early inspiration and a source of guidance on the client's file formats. benilla's readers ended up written from scratch, but their preservation work made starting far less daunting. And none of this runs without vmangos on the other end of the socket.
Legal
benilla is an independent, fan-made project, not affiliated with or endorsed by Blizzard Entertainment. It contains no Blizzard code or assets and never will; you must provide your own legally-obtained 1.12.1 client for game data. World of Warcraft is a trademark of Blizzard Entertainment, Inc.
License
Licensed under either of the Apache License 2.0 or the MIT license, at your option.