Pulse Documentation

Official documentation for Pulse, a Go-based Bedrock server runtime focused on plugin development and high-performance gameplay systems.

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Pulse Documentation

Pulse is a Go-based Bedrock server runtime focused on modular architecture, plugin development and high-performance gameplay systems.

Start with the Plugin API, learn the runtime lifecycle, create commands, handle events, build forms and interact with players, inventories and worlds.

Go
type-safe plugins
0-copy
runtime direction
v0.2
public API

Why Teams Pick Pulse

Plugin-first architecture

Register commands, tasks, forms, content specs, and gameplay actions without reaching into runtime internals.

plugin.Contextserver-owned API

Authoritative gameplay

Inventory, world, entity, and session changes are routed through runtime services so validation, sync, and events stay consistent.

PlayerHandleWorldHandle

Compatibility path

Request-style methods remain supported for compatibility while new APIs move toward PMMP-like handles.

request-stylehandle API

Docs beside source

The site is ready for Markdown or MDX pages and mirrors the API surface from the local source documentation.

MDX-readylocal docs

Simple Integration

gameplay.go
playerHandle, ok := ctx.Gameplay().Players().ByName("Steve")if !ok {	return fmt.Errorf("player not found")}target, ok := ctx.Gameplay().Players().Resolve("Steve") // ID, name, XUID, or UUID_ = target_ = ok_, err := playerHandle.Inventory().Give(item.New("diamond_sword").	Enchant(item.Sharpness(5)).	NameTag("Arena Blade").	Stack())worldHandle, ok := ctx.Gameplay().Worlds().ByName("Hub")if !ok {	return fmt.Errorf("world not found")}container := worldHandle.ContainerAt(world.Pos{X: 10, Y: 64, Z: 10}, 27)_, err = container.Give(item.New("diamond").Count(8).Stack())

Start With The API

Compatibility

Request-style methods remain supported for compatibility while new APIs route mutations through server services.

Architecture Map

Pulse separates plugin-facing handles from core runtime state. Plugins describe intent through typed APIs, and the server applies that intent through authoritative services.

  • Plugin Context: registration, logging, scheduler, permissions, forms, and access to Gameplay().
  • Gameplay Collections: players, worlds, entities, sessions, and player data.
  • Handles: player, entity, inventory, world, container, and session operations.
  • Runtime Services: validation, events, cancellation, sync, and Bedrock updates.