Files
benilla-octo/README.md
T
SamandClaude Fable 5 a03cb5d5d2 Chain Lightning draws its chain, and the Controls page lands
- the beam is on screen: Chain Lightning arcs outward hop by hop and Drain Life ropes from hand to victim — a write-order edge was erasing the finished geometry every frame, and a tripwire now guards the whole class
- the Controls page lands (sticky targeting, auto loot, invert mouse), UI scale waits for the era Apply button, and the terrain-distance slider retires
- with auto-loot in effect a lootable corpse shows the triple-pouch cursor, the real client's tell
- the character-screen freeze before a loading screen is gone: the shader warm-up hides behind a fully presented cover and tears down only its own roots

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 18:54:58 +07:00

77 lines
4.4 KiB
Markdown

<div align="center">
<h1>benilla</h1>
<p><b>A from-scratch World of Warcraft 1.12.1 client in Rust and <a href="https://bevy.org">Bevy</a></b></p>
<p>
<a href="https://discord.gg/wJSJx467G4"><img src="https://img.shields.io/discord/1529280129518538922?style=for-the-badge&logo=discord&logoColor=white&label=discord&color=5865F2" alt="Discord"></a>
<a href="https://www.youtube.com/playlist?list=PLdCnpZNKxyb8"><img src="https://img.shields.io/badge/devlog-youtube-FF0000?style=for-the-badge&logo=youtube&logoColor=white" alt="YouTube devlog"></a>
<a href="LICENSE-MIT"><img src="https://img.shields.io/badge/license-MIT%20%2F%20Apache--2.0-blue?style=for-the-badge" alt="License"></a>
</p>
</div>
> [!IMPORTANT]
> **Issues and pull requests are closed here.** benilla is a solo project developed in a private
> tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land
> on. The best way to contribute is to join the [Discord](https://discord.gg/wJSJx467G4) and report
> the bugs you find. Questions and ideas are welcome in the same place.
benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could,
and reads its game data at runtime from your own 1.12.1 install. Every file format and the network
protocol are implemented from scratch, with no original client code, no third-party WoW crates,
and no bundled game assets.
## What works
- **Formats:** readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO),
wired into Bevy as an asset source.
- **World:** streamed terrain out to the 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 and gamma passes.
- **Models:** GPU-skinned M2s with the full animation controller, a near feature-complete particle
system, ribbons, and animated gameobjects from doors to lifts.
- **Characters:** customization end to end, the armor texture composite, weapons with sheathing and
enchant glows, shapeshift forms, stealth and mounts.
- **Movement:** a WoW-feel controller, networked movement in both directions, the server-granted
modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
- **Networking:** SRP6 auth through world-session crypto, the object mirror into the ECS, and live
wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank
and loot.
- **UI:** a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and
character screens through the full HUD, the classic windows, chat, nameplates, floating combat
text and tooltips.
- **Combat:** melee on the faithful swing law, ranged and Auto Shot, casting with GCD and
cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
- **Audio:** music, ambience and SFX under the client's own selection and crossfade rules, with
interior and underwater transitions and zone reverb.
## Not built yet
Guilds past the name over a head, the auction house, the hunter and warlock pet bar, battlegrounds
and honor, the fishing minigame, the dressing room, macros and key bindings, and third-party
addons; the Lua engine runs only the built-in UI so far.
## Running it
You need a **1.12.1 (build 5875) client install** for game data, a vanilla server to connect to,
and stable Rust. Any 1.12.1 core works; [vmangos](https://github.com/vmangos/core) is what
development runs against, and cMaNGOS and the rest speak the same protocol.
```sh
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
```
The server defaults to `localhost:3724`, the stock `realmd` auth port. Point `WOW_HOST`
at any IP or hostname, appending the auth port if yours is remapped
(`WOW_HOST=play.example.com:5000`). Credentials go in at the login screen, or set `WOW_USER` /
`WOW_PASS` to skip it.
---
Early inspiration and file format guidance came from the
[wowemulation-dev](https://github.com/wowemulation-dev) community, and
[warcraft-rs](https://github.com/wowemulation-dev/warcraft-rs) in particular.
benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment.
It contains no Blizzard code or assets, and you provide your own legally obtained 1.12.1 client
for game data. World of Warcraft is a trademark of Blizzard Entertainment, Inc. Licensed under
[MIT](LICENSE-MIT) or [Apache 2.0](LICENSE-APACHE), at your option.