RawTech Network

The RawTech Network was eventually dubbed the name for the network of Minecraft minigame servers that I created, managed & maintained.

It started as a hobby. The first step of my development career. I hadn't the intentions for it to grow to what it eventually did.

I initially started creating these games using pre-made modifications that others had made. This eventually proved to be too complex having many tens of modifications active at the same time, it was time for me to write my own.

The first, dreadful, iteration of this software I would create can still be found on my GitHub (https://github.com/RawTech/ItemOnDeath). But this was amazing simply because it meant that code that I wrote was being used to provide an enjoyable experience to many people around the world.

Over the following weeks I spent many sleepless nights reading online guides for Java development. With my new found skills I started afresh, from scratch. No 3rd party modifications would be used. All code my own.

A few months later I had finished the 1st iteration of my new server side modification. Something that the Minecraft community had never seen before, a mod that allowed for continuous 24/7 un-monitored gameplay where previously half a dozen real people were needed to moderate.

It was a hit.

Tens turned to hundreds, hundreds to thousands, tens of thousands, hundreds of thousands of players within the space of 10 months.

I was ecstatic, all of these people wanted to use content that I created and had an enjoyable time doing so.

Unfortunately for me, my half-assed "YouTube Tutorial" code and database structure was struggling to cope with the scale of the operation.

Things began to slow, grind to a halt. Causing extreme frustration for my playerbase and most of all myself.

Others took advantage of this situation and began creating similar such systems to mine. People with experienced developers. People with piles of cash.

In the end I called it quits. As a college student with no budget I was getting torn apart by the competition and its obscene advertisement & development budget.

It was a shock to everyone, myself included. I wasn't too sure what I just did, but it was for the best.

Over the 2 and a half years that the RawTech Network was a thing 564,392 unique players left their trace in the colossal database from 97 countries across the world. My servers had been directly responsible for 343TB of internet traffic over their lifetimes. They withstood 12Gb/s DDOS attacks from my "enemies" and/or competitors while only causing minimal disruption to my players. I did and still do feel very privileged to know that my code was being ran by hundreds of thousands of people around the world, something that still drives me today.

I am incredibly proud of my achievement over this time and its was ultimately this that started my development career.

I hope I've inspired someone to do the same, just don't make the same mistake I did.