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  • Rating 478

Budget: 6500 UAH Deadline: 8 days

Hello! I was compiling C libraries to WebAssembly using Emscripten and offloading heavy computations to Web Workers to prevent the UI from freezing — this task is exactly like that. Cubiomes compiles to WASM fine, I keep the generation of biomes and structures in a worker, and on the canvas, you do zoom/pan with tile loading based on coordinates. A question about versions: do we need to support a range of Minecraft Java (approximately 1.16–1.21) or just one specific version? This affects how many branches of Cubiomes generation to enable. Approximately a week for the working viewer.

  • Projects 30
  • Rating 5.0
  • Rating 5 747

Budget: 27000 UAH Deadline: 60 days

MVP evaluation - 20,000 USD and 60 calendar days, provided we start with Overworld, a basic set of structures, layers, URL state, and further expansion into Nether and End.

Experience with WebAssembly and Emscripten, browser optimization, interactive maps, and complex web tools. With Cubiomes, I wouldn't pretend that everything here is trivial - !!Cubiomes in the browser via WebAssembly and Web Workers need to be checked in a technical phase for accuracy and performance!!. We can take this as the first stage to avoid building a nice interface around inaccurate generation. The devil is in the details, here it literally concerns seed, version, and coordinates =)

> Approach - We compile Cubiomes into WebAssembly, move generation to Web Workers, build the map tile-based or chunk-based to avoid generating unnecessary areas.
> Rendering - OpenLayers with a custom layer for biomes and separate vector layers for structures, markers, coordinates, and filters.
> Risks - Different support for structures in Java Edition versions, accuracy of spawn point, Nether and End within Cubiomes, browser memory at high zoom levels.

Clarification - which 5-7 versions of Minecraft Java are a priority for you in the MVP, and will the design be ready from your designer, or do we need to create the UI ourselves?

Mobile app with admin
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  • Rating 617

Budget: 24000 UAH Deadline: 10 days

Hello.

I have reviewed the specifications for the Minecraft Java Seed Map / Seed Viewer. The task is clear: we need to implement a browser-based tool with client-side generation using Cubiomes, WebAssembly, Web Workers, an interactive map, biomes, structures, layer toggles, coordinates, and a shareable URL.

I suggest developing the MVP in stages:

1. Integration of the Cubiomes C library via Emscripten/WebAssembly.
2. Offloading generation to a Web Worker to avoid blocking the UI.
3. Implementation of seed input: numeric seed, text seed using Java hashCode logic, random seed.
4. Version selector for supported Java Edition versions.

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  • Rating 238

Budget: 13000 UAH Deadline: 2 days

Good day.
upd: I already have a full working version.

I am interested in your project. I personally love Minecraft, so the task with the seed map is really interesting to me, not just "another web tool."

I will be honest right away: creating a full analog of Cubiomes Viewer with all versions, dimensions, and structures for this budget is unrealistic. However, we can properly assemble the first working MVP, which will then be easy to expand.

I am currently trying this platform and want to get some good initial feedback, so I am ready to take on the first stage for 13,000 UAH.

In the first version, I can implement seed input, random seed, text seed with conversion like in Java, selection of Minecraft version, an interactive map with zoom and pan, X/Z coordinates, copying coordinates, shareable URL, basic layers, displaying Overworld biomes, and a few main structures.

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  • Rating 186

Budget: 5000 UAH Deadline: 10 days

Good day! I will complete your project quickly and efficiently! I have been working with Minecraft for 8 years!

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  • Rating 5.0
  • Rating 753

Budget: 7000 UAH Deadline: 10 days

Hello, the task is complex but very interesting: precise seed generation, performance, and careful UX are critically important here. I have worked with TypeScript, interactive UIs, and front-end optimization, so I can build an MVP without lags: Web Worker for generation, client integration with Cubiomes/WASM, Minecraft versions, biomes, structures, zoom/pan, and shareable URL. For the map, I will suggest tile-based rendering through canvas or OpenLayers — depending on which provides better speed. I am ready to discuss the risks regarding versions and the timeline for the MVP.

  • Projects 4
  • Rating 5.0
  • Rating 2 025

Budget: 27000 UAH Deadline: 21 days

Hello!

I have reviewed your task, I have experience working on similar projects and I understand the objectives set.

I suggest we discuss the details in private messages.

  • Projects 4
  • Rating 5.0
  • Rating 976

Budget: 27000 UAH Deadline: 10 days

Hello! I am interested in your project. I have experience with TypeScript, WebAssembly, Web Workers, OpenLayers, and developing complex browser-based tools.
For implementation, I propose Cubiomes + WebAssembly (Emscripten) + Web Workers for generating a UI without lags and OpenLayers for working with maps and layers.
I can implement an MVP with support for seed, Minecraft Java versions, biomes, structures, coordinates, shareable URL, layer toggles, and an interactive map.
The estimated timeline for the MVP is 4-6 weeks.
I am ready to discuss the details and suggest the project architecture.

  • Projects 40
  • Rating 5.0
  • Rating 2 642

Budget: 18000 UAH Deadline: 8 days

Good day!

I have carefully reviewed the specifications. I understand that the main complexity of the project lies not in displaying the map, but in the correct generation of the Minecraft Java World through Cubiomes, supporting various versions of the game and ensuring stable operation in the browser.

(I have indicated the budget and timelines)

What I propose:

• Integration of Cubiomes via WebAssembly (Emscripten)
• Offloading all generation to Web Workers to avoid UI freezes

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  • Rating 196

Budget: 27000 UAH Deadline: 45 days

We already have an almost ready base for such a solution - an interactive browser tool with a map, layers, state in the link, and generation in workers, so we can quickly adapt it for a Minecraft seed viewer and launch the MVP.

For the MVP timeline, I would aim for 5-7 weeks, depending on the final list of Java Edition versions, structures, and how deeply we need to cover the Nether and End. The estimate is 180,000 UAH for the MVP with a proper architecture, not just a demo that looks good for the first 10 minutes and then goes to philosophize in the console =)

WebAssembly / Emscripten - yes, this approach is appropriate here. I would integrate Cubiomes through a separate wasm module, move the generation to a Web Worker, and make the map tile-based or chunk-based to avoid generating unnecessary areas and blocking the interface. For rendering, I would most likely use OpenLayers unless there is a requirement for a more custom canvas/WebGL visual. OpenLayers is well-suited for zoom/pan, coordinates, layers, markers, and state restoration via URL.

I see the risk with Minecraft versions in that different Java Edition versions affect biomes, structures, and the availability of individual objects differently. Therefore, I wouldn’t promise all versions at once, but would create a verified support list based on Cubiomes, with a matrix - version, dimensions, biomes, structures. This is one of those cases where it’s better to check the seed seven times than to beautifully draw the wrong map once.

From a technical standpoint, I see the implementation as follows:
- Compiling Cubiomes into WebAssembly via Emscripten

  • Projects 11
  • Rating 5.0
  • Rating 1 788

Budget: 25000 UAH Deadline: 20 days

Good day! We have experience working with Minecraft world generation algorithms and integrating interactive maps into web interfaces. We implement this through optimized chunk rendering on the client side using WebGL for high performance. We are ready to discuss the details of the architecture and the scalability of the solution for your needs.

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