Buildat doesn't actually even implement a minecraftlike by default. It just provides a lot of useful machinery for doing just that, with immense modding capabilities.
It wraps a safe subset of Urho3D's Lua API in a whitelisting Lua sandbox on the client side and runs runtime-compiled C++ modules on the server side.
Go ahead and write some modules and extensions, maybe the minecraftlike will exist in the near future!
Further reading:
$ # Dependencies for Urho3D
$ sudo apt-get install libx11-dev libxrandr-dev libasound2-dev
$ sudo yum install libX11-devel libXrandr-devel alsa-lib-devel
$ git clone https://github.com/urho3d/Urho3D.git
$ cd Urho3D
$ ./cmake_gcc.sh -DURHO3D_LUA=true -DURHO3D_SAFE_LUA=true # Add -DURHO3D_64BIT=true on 64-bit systems
$ cd Build
$ make -j4
-DURHO3D_SAFE_LUA=true
helps debugging issues in Lua.
Take note whether you build a 32 or a 64 bit version and use the same option in Buildat's CMake configuration.
$ export URHO3D_HOME=/path/to/urho3d
$ cd $wherever_buildat_is
$ mkdir Build # Capital B is a good idea so it stays out of the way in tabcomplete
$ cd Build
$ cmake .. -DCMAKE_BUILD_TYPE=Debug # Add -DURHO3D_64BIT=true on 64-bit systems
$ make -j4
You can use -DBUILD_SERVER=false or -DBUILD_CLIENT=false if you don't need the server or the client, respectively.
Terminal 1:
$ $wherever_buildat_is/Build
$ bin/buildat_server -m ../test/testmodules
Terminal 2:
$ $wherever_buildat_is/Build
$ bin/buildat_client -s localhost -U $URHO3D_HOME
Edit something and then restart the client (CTRL+C in terminal 2):
$ cd $wherever_buildat_is
$ vim test/testmodules/minigame/client_lua/init.lua
$ vim test/testmodules/minigame/minigame.cppp
$ vim builtin/network/network.cpp
Umm... well, you need to first port some stuff. Try building it and see what happens. Then fix it and make a pull request.
You probably want to use MinGW or Clang in order to bundle the compiler with the end result.