In the future, Please add an LOD system using a system where it samples only a few blocks inside of a chunk at large distances, with the amount of samples being dependent on the LOD level, and decreasing the further the level is. An LOD system is good for performance at large render distances, and a rough terrain generator would be amazing for generation speed with large render distances.
@BombMEE Жыл бұрын
^
@UKMDI Жыл бұрын
hell yeah
@oulajuusola5093 Жыл бұрын
THIS IS WHAT WE NEED
@flobuilds Жыл бұрын
Just use the max render distance
@nikolabozhkov4758 Жыл бұрын
He said in previous video that he is gonna implement it in the future but for now there are more important things to focus on
@Magicwaterz Жыл бұрын
If you do ever attempt to add rivers, I'd just like to say that rivers start out up high in the mountains as small springs. Minecraft's rivers at first were used to divide biomes to reduce harsh borders, and they tend to be shallow. Nowadays, these are decently sized but a lot of the times these are too deep, but still maintain the same purpose. Since these still maintain the same purpose, it usually ends up circling around, never reaching to a large body of water.
@chef2654 Жыл бұрын
Extremely psyched to see you making progress on the engine. Its really fascinating to see projects like this from an early stage. If you would consider publishing precompiled jars of the game, I'm sure a community would quickly form, similar to the way minecraft's community did in the early days. Don't keep us waiting too long with biomes though, I'd love to see what biomes could look like when generated with elevation in mind (thinking underground & sky biomes)
@ataractic Жыл бұрын
Wdym for us? That's his project.
@finalforeach Жыл бұрын
@@ataracticDon't worry, I appreciate the excitement! If I didn't have others expecting things from me, I probably would have quit the project after the first episode, this series is about sharing the journey rather than going about it alone.
@finalforeach Жыл бұрын
I'll work more on terrain generation after the very basics are done, i.e. survival and multiplayer, but that will take a while I'm afraid.
@circuit10 Жыл бұрын
@@ataractic No one is uncalm? Except you
@chef2654 Жыл бұрын
Please don't feel pressured by my excitement, it is your project after all, I'm just excited to see it happening, whichever form it might take.
@musikSkool Жыл бұрын
I've always wanted to see a game with ore generation that follows the rules of Geology. Like if you want to find a copper vein you would look in certain rock features, if you want to find iron you would look in a bog, if you want to find coal you would look near fault lines. Stuff like that. Most games, like Space Engineers, No Man's Sky, and Minecraft, just ignore ore deposits and natural rock layers and make terrain generation simplistic and random. There are real patterns in the world, and Geology is a known science that will predict where there are certain materials. A Geologist can look at a mountain and tell you what the mineral deposits, and metals, are around the base of the mountain, under it, or next to it. He could even make some predictions about where the nearest fault line would have to be to generate a mountain that size. Or, you know, just completely random layers with no logical Geological significance whatsoever.
@LegendLength Жыл бұрын
I agree it seems like a simple way to create fun gameplay. Minecraft in particular really did a bad effort with minerals. One easy addition would have been diamonds spawning near lava, as the old story said. It then forces you to dig around lava.
@WarriorBeastYT Жыл бұрын
Man I love this series ,keep going 😊
@Gwilo Жыл бұрын
my suggestion: LOD rendering if something is outside of the render distance, render the whole chunk, but with each block being half the size, for a couple of chunks, then halve the size of the next few chunks, on and on until you've rendered some cubes really far away
@cyclopropinon5143 Жыл бұрын
my suggestion: using a faster language (like c or c++ instead of java; assembly would be overkill tho)
@drdca8263 Жыл бұрын
Huh? Making blocks half the size? Wouldn’t that make it a mess of blocks with gaps in-between? I would imagine that would mess with the advantages of occlusion, and also look super weird? I must be misinterpreting what you mean. I think level of detail is mostly done by like, having separate versions of models, which have fewer polygons? I’m not sure it is applicable to something made of cubes like this where the cubes can change? I suppose maybe one could like, somehow automatically create and store a simplified low-detail mesh for a given chunk, by maybe taking some portion of the exposed-to-outside-air corners of blocks in the chunk, and like, try to make some kind of approximation to a convex hull? Though I feel this would be hard to make work well? Oh! Maybe you meant, render blocks at *twice* the size (in terms of length), and render only blocks whose x,y,z coordinates within the chunk are each divisible by 2? So, (1/8) of the blocks. I suppose that could work pretty well? Though I guess it would mean that at some distance, from some directions, the apparent distance to a 1-block-thick wall would suddenly shift by a block. Maybe that’s not a big deal though. Oh, also, some one-block-thick coverings over a hole would disappear? Oh, I guess that could be resolved by checking if any of the 8 positions in a 2x2x2 region, had a block in it. I don’t have enough experience with low-level things to have a good idea as to whether or not this would work well.
@camilos1999 Жыл бұрын
@@drdca8263 You are absolutely right, the whole point of LODs is that the game already knows what goes in that location and can load lower polygon models that at a distance don't seem out of place compared to the high poly of the nearby models. In a game that has infinite terrain generation creating those LODs would require a beefy CPU and slow the game down to a crawl, the only real way to do it without tanking performance would be creating the LOD chunk after it has been initially loaded and updating on chunk modification.
@GooseTower Жыл бұрын
@@cyclopropinon5143 C and C++ compile to assembly. Their compilers know more about optimizing assembly than most devs alive. Hand coding Assembly is a waste of time, especially with modern hardware.
@randoguy7488 Жыл бұрын
@@drdca8263 Just search for Minecraft Distant Horizons or Minecraft FarPlaneTwo and you'll get what they meant (I also think they meant twice the size)
@ruadeil_zabelin Жыл бұрын
A quick note to people commenting: Vulkan does NOT automatically mean a "huge performance increase". If the person implementing in vulkan is not extremely well versed in how gpu's work and how to synchronize data between the cpu and the gpu efficiently, the performance will likely be much worse than even unoptimized OpenGL code. It is incredibly difficult to get these kinds of performance gains and it requires a deep understanding of the api. Don't bother with switching; you will not get the performance as people like to think unless you squeezed every last thing out of your current implementation; and even then the gains are likely very limited unless you switch to completely different rendering mechanisms such as tesselation; which can also be done just fine on OpenGL. You'd be better off switching to OpenGL 4.5 with render objects which already comes close to the performance gains you might want without taking the massive extra step. In GL 4.5 not everything needs to be bound/unbound all the time which means there is a lot less state switching going on on the cpu side.
@lrishkq Жыл бұрын
Your voice is always so calm and the things you explain are really interesting! Please keep on doing content!
@stupidsniper5216 Жыл бұрын
If im not wrong its a ai voice
@sullivanb2306 Жыл бұрын
@@stupidsniper5216It sounds like AI to me as well
@07vShorts Жыл бұрын
@@sullivanb2306 It is, in his second video on this you can hear the AI glitch out and do an iconic loop of saying "uhhvcdsfbvbdfsvuyyhuhhhhhhhhh"
@Flesh_Wizard Жыл бұрын
David Attenborough mixed with Delvin Mallory lol
@steambub Жыл бұрын
One Minecraft terrain mod I really like and makes the worlds more "realistic" is the TerraForge mod. It's something you could look into for inspiration for world gen.
@tuckertechnolord61263 ай бұрын
*terraforged, and I have to agree, makes the terrain make much more sense and just work better
@BorinBD Жыл бұрын
he hasn’t uploaded in a while, that means he is working on a bigger update!!!
@purpledragonofdoom Жыл бұрын
This is becoming my favorite devlog series on KZbin ! I'm really looking forward to the next episode ! I'm so excited at the idea that we as a community could have an impact early in the game's development ! Good luck !
@irainrocks Жыл бұрын
this or the one about that ball. pick 1
@finalforeach Жыл бұрын
This one was a bit more technical, but future videos should have more focus on features than backend stuff. Correction(s): The graph at 1:33 is wrong, there are 65 numbers in each dimension total, so 0-64 on each axis, not 0-65. A classic off-by-one programmer's error.
@Levi___Ramirez Жыл бұрын
Very excited for this project, I could see this running alongside the "Golden Age of Minecraft" communities if you implement all the things you say you want to, while also sticking to the charm the old versions of Minecraft like you said in a prior video! Good luck, love watching this!
@thayus Жыл бұрын
I'm absolutely loving this series -- good job! Seeing a Minecraft clone that actually looks like Minecraft is really sick. One thing I'll point out though, I'm not exactly sure how Minecraft does this, but it seems to disable culling on leaf blocks, making trees look far denser and more natural. Not sure if that'll impact performance too much, but I think it's something you should add. Anyway, good luck with this project!
@finalforeach Жыл бұрын
Foilage has a surprising performance impact, needing to be on a separate mesh, and without self culling there's a lot more to render- I suspect I'll make it a performance setting.
@Dr.Trench11 Жыл бұрын
@@finalforeachare you going to add the nether and the end?
@thayus Жыл бұрын
@@finalforeach There must be some way around it -- maybe make the textures solid / cull them when they're a certain distance away?
@gurkanbozkurt8776 Жыл бұрын
@@finalforeachi am not sure but i think you can get away with ambient occlusion settings and maybe some texture duplication
@irainrocks Жыл бұрын
OMMGGG IVE ALWAYS WANTED GRAPPLING HOOKS IN MC TY FOR ADDING!! also, do you plan to add other custom highly requested mc features?@@finalforeach
@nyuppo Жыл бұрын
Please continue using Professor Layton And The Curious Village music, this was my favourite game as a kid and hearing it again instantly put a smile on my face
@flameofthephoenix8395 Жыл бұрын
You might have heard of that one semi-terrain generator thing. It starts with a grid, then picks a random tile and places it on a random place on the grid, then it has a list of what other tiles that can go next to that tile are, so on the surrounding tiles it eliminates all the tile types that won't work. It then looks at which tiles have the least possible tile types they can be, it then picks randomly from the list of tile types and that becomes the next tile, rinse and repeat. This tile generation system doesn't work as well as it possibly could though in my opinion, my theoretical solution is to take your grid which could be 100*100 in size, then create another grid which is only 10*10, it then has region types, with each tile on the 10*10 grid being a region, it then will choose what region each tile is in the same method as before, and then each region represents a 10*10 section of the 100*100 grid, it will automatically clear out some of the possible tile types each tile in these 10*10 sections can be, this will create a uniformity you wouldn't normally get with this algorithm.
@flameofthephoenix8395 Жыл бұрын
This is my idea for how you could get more interesting terrain generation.
@Greennoob2 Жыл бұрын
I came for minecraft optimising but stayed for the Layton soundtrack
@Seren.D Жыл бұрын
The content of these videos and the great background music you use, I'm absolutely hooked
@kirodrache Жыл бұрын
I'm only a few seconds in but gosh do I love that you used Professor Layton music, such a nostalgia trip combined with Minecraft ❤
@ClosestSunKB Жыл бұрын
I like that your focusing on the most important things first and how you're making this because it feels like the game isn't being rushed through and the content is entertaining even if you don't know about coding. Have been looking for a devlog series like this for awhile and appreciate the work you do 🙂
@everton.colombo Жыл бұрын
I'm loving this series! Off topic question, but I'm really curious about your journey as a programmer; it would be cool to hear about it on a next video. Cheers!
@martiananomaly Жыл бұрын
Glad you didn't abandon this series so far lol.
@savageopress1753 Жыл бұрын
This is so impressive. I am absolutely loving this series man, keep it up! P.S.: Please add a LOD system for Higher render distances. That would be so cool!
@pichitosmalltown3239 Жыл бұрын
I love what your doing, man! As a layman, it's interesting to watch you explain your thought process on the methods you use to achieve certain goals even if I don't understand the technical stuff.
@BorinBD Жыл бұрын
Imagine creating a superflat world and realising the whole world is just 1 face made of 2 triangles
@lechikenmemes Жыл бұрын
this guys minecraft clone is gonna optimized enough to run in my toaster.
@Chrythm Жыл бұрын
you make this look so effortless, your wisdom is evident
@ruairimcgreevy8670 Жыл бұрын
you make this seem easy and quick despite both being untrue lol. Good luck with this project I'm a big fan of sandbox games that have great performance as I think they're the games that last the longest or at least have the potential to be long lasting, especially with mod support
@florianschneider6252 Жыл бұрын
A suggestion for what you could turn your future game into: Make a Minecraft but with tech in mind! One based on the most popular tech mods, but optimized so they won't cause issues like they do in Minecraft. Mods like Mechanism (86,612,776 downloads alone at the time of me writing this) are highly in demand and even games like Factorio really lift off on Steam. I feel like we have pretty much everything Minecraft already. A Minecraft we don't have, is one for the tech lovers! Alternatively: Make a great base and add amazing modability. This way people won't be split over mod loaders and launchers etc. All of that being said, you make great videos and I'm looking forward to being one of your first alpha customers!
@johalun Жыл бұрын
Heck yeah!
@finalforeach Жыл бұрын
Appreciate it! I've been on a Factorio binge recently, and I think the signals system in the game has more potential than Minecraft's redstone, so look forward to that! (We have a lot of features to go through before getting to that however)
@johalun Жыл бұрын
@@finalforeach Personally I'm hooked on the Minecraft mod Pneumatic Craft now. It has logistics drones similar to Factorio, and programmable drones as well using puzzle/block programming. It's amazing :)
@florianschneider6252 Жыл бұрын
@@finalforeach, I'm glad to hear that! And good things take time, I think that I'm speaking for most people when I say that it's great to be able to watch those development update videos until we can get our hands on the first alphas. While the anticipation is definitely big (I wouldn't be a gamer if I wasn't excited for a promising new release), I much prefer you taking your time and being able to deliver a finished, rather than a rushed, product step by step. Keep up the amazing work and thanks for taking the time to reply!
@yourlocalslugcat Жыл бұрын
I really wish your project gets more and more attention as the time goes I think it will develop into exelent game of its own over time Thanks for making this :)
@Anthonythechickenman Жыл бұрын
I'm so happy to have found this project, very excited to see what is done next! I'm not a coder or anything like that, but I do know that lighting in games is really hard to implement, and it usually lags a lot if not optimized propperly.
@Mt.Everest Жыл бұрын
If adding LOD Rendering, please make it toggle able or adjustable like render distance. Love it when details far away are still able to be seen
@scotthooper6460 Жыл бұрын
Hmmm. My previous comment is missing for some reason. In my older engine my vertex struct for world geometry was 24 bytes and it had a lot more data in it (many texture coords, a 'normal', etc.). I used bytes for x,y,z and then pushed a uniform before rendering the chunk of the chunks 'world location' to which I added the x, y and z values in the vertex shader. My mesher was "super" greedy in that it could mesh across blocks of different types and with different ambient values. My IBO used shorts. Finally, I meshed each chunk into 1 VBO, 1 IBO, but six distinct regions so I always rendered only visible faces, reducing the geometry processing by nearly a factor of two. Oh, and the last optimization I made had to do with the order in which I rendered the chunks based upon the player facing--it's too complex to detail here but cut the number of unnecessary chunks rendered down even more than using occlusion queries. There are other optimizations in there that I'm forgetting, but I'll soon remember as I'm porting them all to WebGPU for an online game I want to make. Looking forward to keeping an eye on your progress. Maybe I'll start a channel and do a devlog too.
@gabrieljackson1524 Жыл бұрын
I had a quick question, how were you able to make a super mesher? How is it able to switch textures across the same triangle? Does it dynamically pack textures at run time?
@gabrieljackson1524 Жыл бұрын
Also did you notice any improvements from separating your mesh into six distinct regions compared to using the in-built backface culling?
@jeffhaskin895 Жыл бұрын
Are you going to implement distance-based mesh simplification so that render distance can go up? Perhaps use the noise maps to render more simply at greater and greater distances.
@burakkaya9149 Жыл бұрын
New favorite KZbin devlogger found.
@overbakedbreadroll2918 Жыл бұрын
I don't understand almost a single word what are you talking about, but I really appreciate your effort and feel really excited about this project and hope you're gonna make it!
@finalforeach Жыл бұрын
I'm sorry about the technical talk! Future episodes should have more shiny features to look at.
@overbakedbreadroll2918 Жыл бұрын
@@finalforeach There is no need to sorry - it's obvious that in these kind of projects the technical stuff is unavoidable. It's even better that you are actually talking about it, because people that are into it can also express themselves and maybe give you some advice. Nevertheless it seems to become quite interesting in the future and I'm planning to stay tuned ;)
@wahoo42069 Жыл бұрын
I just found your channel today and I am completely hooked, super excited to see where this project goes!
@simskii. Жыл бұрын
Gotte love the professor Layton music
@jblolz8_ Жыл бұрын
I really look forward to seeing how all of this cooking ends up. Love seeing what's under the hood with your explanations, keep it up!
@thebiscuitguy646 Жыл бұрын
I think the concept of infinite (or at least extremely high/multi-layered) terrain generation vertically is really interesting and could lead to some fun exploring! Great work!
@ThePegnok Жыл бұрын
I understand very few of what your talking, as I don't know anything about coding languages, but I still find it all fascinating. I really wanna see where this project goes, it looks amazing so far.
@potatoman7407 Жыл бұрын
this is extremely cool as a compsci major taking java courses, your videos help me to understand the bits of theory ive pieced together from other explanations like factorio's circuits and minecraft redstone and apply them to java.
@enestekin2 Жыл бұрын
Everybody gangsta until this guy makes mc more optimized than old mcpe
@CrystalLily1302 Жыл бұрын
this project looks really cool, I look forward to seeing what you're able to do with this
@ChaosPootato Жыл бұрын
This is really cool, I can't wait to see how far you can take this project
@mylesvmiles7571 Жыл бұрын
so happy i found this channel earlier on, here for the game dev stuff and the soothing voice
@the_nerd_showtv5562 Жыл бұрын
Not only a really good video, not only a really cool project, but also the professor layton ost. Really good stuff man
@co-benco Жыл бұрын
i just found this and i’m obsessed. it’s giving me nostalgia from the good old days of minecraft for some reason but in such a good way. keep going bro it will blow up if you stay consistent. and i’m definitely subscribing for more.
@emiraleph Жыл бұрын
Hello man, Do you plan for the future to add a ticking order, like in the original game? To sort all the events that occur in an orderly and non-random way in the game (Java only) Like: Tick: - World border - Weather - Block ticks - Fluid ticks - Chunk ticks - Block events - Entities - Block entities - etc
@SamsIsDead Жыл бұрын
as a student studying computer engineering and also a big minecraft fan I love this series. Dont know much about coding yet, but its still incredibly interesting seeing this project take shape and trying to analyze the code snippets you showed on screen
@corneliusbuckley8897 Жыл бұрын
Just found you a few days ago and I'm loving this 00 excited for lighting to make it look more like a real world
@FaonPage Жыл бұрын
love the little "catch up" videos while you work on the project with little explanations of what, when and why you do smth even as a non dev it's fun if you are a bit educated on post processing, modding or tech in general, see you next time
@BorinBD Жыл бұрын
As someone who uses a samsung j2 like 26080 others, i can confirm getting an optimized version of minecraft with extreme render distance is an absolute win!
@enigmaos Жыл бұрын
This is an absolutely incredible series
@lodeclaw Жыл бұрын
Loving this project. I recommend also looking into Vintage Story for ideas or inspiration for your own take on the genre. Keep it up!
@stevenmarshall1013 Жыл бұрын
Absolutely loved the Professor Layton music at the beginning, gave such a nice flashback
@sibunuadesu Жыл бұрын
As a fan of high mobility and movement options in games I loved to hear your plans to add a grappling hook later on. Would be cool to see more things tho, both in core mechanics and character upgrades/gear items, like starbound do with movement tech or terraria with it's accessories :)
@qy9MC Жыл бұрын
Microsoft is going to sue you faster than lightspeed when you release it. I love to see how well you optimise it, keep it up!
@theuglydino6490 Жыл бұрын
Parkour is my favorite part of minecraft, and feels better than most games because you dont usually slide on or bounce off of blocks when you land on them. Please keep parkouring for fun in mind while making the game! Also, a grappling hook sounds like an amazing idea!
@Hunterfivestars Жыл бұрын
Adding mountain rivers and pebbly beaches would be cool, Minecraft doesn’t have these. Make beaches more shallow more commonly to.
@exp5261 Жыл бұрын
Be sure to take brakes so you don't burn out. It looks amazing and I hope you will take your time without stressing about keeping up with a deadline or pressure form community. Take care!
@CT-9904-Crosshair Жыл бұрын
I can’t wait for this project to be finished! Even after very few updates, it looks beautiful!
@nathanielmarquardt Жыл бұрын
this is already looking really good. optimization is always high on my list when it comes to Minecraft. can't wait to play it.
@thesquire1256 Жыл бұрын
I just started the video, and I already love the Professor Layton music in the background!
@Hyperverse Жыл бұрын
This is fantastic. Very glad I found you so early in this project!
@Contemplative_Vagabond Жыл бұрын
This is such an exciting project to "keep tabs on" I'm seriously delighted by following along and it's thrilling to think of and imagine what might be coming in the future?
@nadri3335 Жыл бұрын
this minecraft looks so good, and with that amount of optimization its going to become a very powerfull tool if it has mods
@v124entkl9 Жыл бұрын
The lack of a hard limit in height is something that could make your game very unique. Maybe you could start using different textures that give your game identity. You could further optimize your game by removing ambient occlusion. If you use textures that shade the blocks. (Top face bright. Y facing sides side slightly less bright. X facing sides even more dark and the bottom face almost black)
@MiguelAngel-qi3ul Жыл бұрын
A passionate dev wanting to take a swing at voxel sandbox game? I'm all up to follow this journey! Subbed!
@Masemiliano_ Жыл бұрын
This series is amazing! And as a sidenote, you voice is really nice. I am a teenager, and my goal is to become as cool as you one day
@teslainvestah5003 Жыл бұрын
I have 8 carefully considered suggestions and none of them are LODs. 0. Consider making the player 3x2x2 in size, more like Terraria than Minecraft, because it allows for more intricate building. The only reason not to do it in minecraft is that the digging becomes more laborious, but there are other ways around that if you violate the one-block-at-a-time principle like you mentioned. 1. A standard for streaming terrain from one process to another, so that people can write their custom terrain generators in other languages. 2. passive and hostile 3d cellular automata. Maybe make all life forms block-based except for the player. 3. if/when you add any redstone equivalent, make it more simple and intuitive, without quasi-connectivity, and with a policy of NEVER turning incomprehensible bugs into features. Do the infinite world height refactor before adding a redstone equivalent, because the behavior of redstone machines being partially unloaded from different sides is going to be a big deal to some people. 4. Cling very tightly to the simple elegance that games like minecraft lose over time, maybe by limiting yourself to a palette of 64 materials+items+mobs for all time, so that every tangible feature is carefully considered, and later in the game's life, almost all development must be shifted to intangible features like new physics/controls/commands/game modes/world generation types/new interactions with existing creatures and blocks. 5. built-in support for vehicles built out of blocks, like the many airship mods Minecraft has had over the years. But let the block grid that moves with these vehicles be first-class, so that features designed to work on the ground like pistons and crops automatically also work in a moving vehicle. 6. Occasional fear of open spaces. The huge open spaces are beautiful and freeing, and it would be great to fly over them or race over sloped surfaces, but there should be a danger. I'm thinking since many games have had blood moons before, this one could have a dangerous sun. A beautiful and peaceful night could be turned into an adrenaline rush when the sunrise is near, because some mornings, the sun rises with a shriek, and rays of light land on the player like a ton of bricks and crush them. 7. Sky islands. but at higher altitudes, some building materials can't withstand the crushing sun, so surviving at higher altitudes is tied to progressing through tiers of building materials to build shelters. Minecraft was a game about going deeper to find better loot, I want to explore the alternatives, going ever higher for better loot, and feeling lost in huge open spaces. 8. swivel grapple hook, where instead of pulling yourself towards the point you're looking at, you can freely rotate your position around it while keeping a constant distance. It would make for very interesting movement. 9. uncompressed or very simply compressed world saves that are easy to edit with other programs. I'll be happy with whatever you do, especially if you open source it so I can do the things you didn't do. I suppose that makes my favorite suggestion the elegance one. Minecraft has proven that the game developer can never compete with the modding community on sheer volume of thingamabobs and doodads. Mods make a game great, but rarely build on each other, and never carry the game into the future. So the developer should bring stability, vision, and the most painful and necessary refactors - the things the modding community can never do. You be the skeleton and we'll be the muscle. We will make a great team!
@dialog_box Жыл бұрын
on the subject of lakes and rivers, i've always wanted to see minecraft rivers done well, with like currents and rapids and stuff
@ataractic Жыл бұрын
I hope you'll keep the motivation! Loving the series so far. This is really well explained, I think the structure of the video is really adequate and comprehensible.
@greenstonegecko Жыл бұрын
using Professor Layton music is criminal youre gonna make me cry out of nostalgia
@justred2337 Жыл бұрын
Oh my god that professor Layton bg music just sent a surge of memories back
@mossy1123 Жыл бұрын
it would be unique to play this as a character twice the scale of the minecraft player, either 3-4 meters tall or with half-meter sized blocks. could avoid constant jumping to get up slopes and change how people approach building.
@ultrasquid579 Жыл бұрын
Random feature suggestion: "realistic" terrain generation, where the map starts out as a flat plane which is cut into "plates", moved up or down a few blocks, and then shoved in a random direction by about a hundred blocks or so to create mountains, valleys, plains, and oceans. Since you seem to be working on other things right now, I doubt the terrain generation is currently a priority, but in the future this may be a fun way to create interesting terrain which is different from Minecraft and has features such as volcanoes.
@AgonyofAven Жыл бұрын
I'm really looking forward to in the future of this clone! It's very interesting listening to how you'd optimize your minecraft clone!
@melonheadwt Жыл бұрын
Man, I have no idea what I'm watching but I'm loving it.. keep up the good work, and I hope you reach beyond your imagination :)
@mitchwar2065 Жыл бұрын
I completely understand your preference for using a language you're more familiar with, however, as many others have already mentioned, making this project open-source or at least allowing some keen graphics programmers to have a peak at the source code (that hasn't already been highlighted in the video series) would really be a treat. In my case for instance, I currently have a small side project going where I'm writing a graphics API agnostic rendering engine as a test where the targeted backend could potentially be switched out at runtime (i.e. if on Windows, swapping from Direct3D to Vulkan). I'm thinking of all the possible further optimisations that could be made using a compiled language and a more modern API which could be explored given the opportunity. But overall, this is an incredible demonstration and I can't wait for the next video in the series!
@purplesam2609 Жыл бұрын
I'm rooting for you, these uploads make me happy to see :)
@ricksande2210 Жыл бұрын
I did not expect to hear Professor Layton music with a Minecraft coding video, but I'm loving it!
@r0dey519 Жыл бұрын
It looks amazing, and you have a good knowledge on this stuff! I don't know where your project will head but keep in mind how hard it is to climb those "little" mountains in Minecraft. So your terrain looks amazing but in the context of Minecraft movement it gives me nightmares 😅 really amazing work!
@matthewp1988 Жыл бұрын
I love Starbound! I've had it for years so it's cool to hear someone mention it! I'm in the middle of actually completing it for the first time (on pause bc of college) despite having started it years ago
@nexusless Жыл бұрын
this is awesome as hell! actively seeing a whole game being developed is one of those things only rlly possible with the internet, sharing projects worldwide with ease is the most enjoyable part of being online, keep it up! :3 (also to add to your grapling hook idea, sky biomes would be awesome! hope in some years when youve got a bunch more stuff ready that youll add that, also cubic chunks would definitely be a good idea for this, i think infinite depth is extremely cool!)
@Da_Random Жыл бұрын
Love seeing how making a Minecraft clone like this is done. I do have one suggestion that may be the cause of a massive headache: The rotations of textures on certain blocks are pseudo-randomized based off the seed in the actual game, and it does actually help break up the pattern and monotony of uniformly ordered textures. Maybe something to consider? Great work!
@majorsquidgaming6965 Жыл бұрын
making a discord server could be handy so I can follow an announcments or updates channel, but I just want to say that your clone is the best on youtube, you really scratched that super specific itch for minecraft clone devlogs, great work!
@kaimakan71 Жыл бұрын
Great work! I suggest using 8-bit unsigned integers for chunk-local coordinates as they only range from 0-64. This way, 1 byte is saved and no packing/unpacking is needed. This could be a little more complicated as it might require you to have a seperate buffer for the AO values because those are stored as floats.
@atlas7309 Жыл бұрын
This is such a cool project and I hope you're having a good time working on it.
@YouTrolol Жыл бұрын
would you be interested in creating a weather map? i.e. based on elevation, temperature gets colder (more likely to see snow), distance from source of water alters precipitation chance (coupled with time of day for heating/cooling) and so with that, places further from a source of water would become more desert like, and warmer.
@Rukako122 Жыл бұрын
This has potential. I like it. The fact that the leaves are all merged like glass is a bit weird looking tho.
@jeffytaxent Жыл бұрын
im not a programmation nerd so didnt understand all of the video, but always like to see the progress of your project, good luck
@UntitledGenericAccount Жыл бұрын
Amazing progress. But one thing I would want to see from this is, making the game more inspired by mods such as Create! There isn’t any great 3D Minecraft games that focus on automation and making your own machines. And plus, I would really enjoy seeing full on moving blocks from Create as well. It would really help to distance away from being a Minecraft clone. People would be stoked being able to make their own trains, cars and airships.
@leo_carlini Жыл бұрын
Haha i love this project ! The layton reference at the beginning is so cool
@zucchinibyday Жыл бұрын
I can't wait until this project gets modding support and/ or goes open source. There are so many things I want to do with world generation in Minecraft, but it can't quite handle them with its limited height :( godspeed!
@inmyhumbleopinion7 Жыл бұрын
I recognize that professor layton theme anywhere! Good stuff my guy
@dubbie7879 Жыл бұрын
this has quickly become one of my favourite series on youtube
@DracoTheNinja Жыл бұрын
You smart, smart man! Absolute genius. I really want to try it tho 😂
@jonatan0_0 Жыл бұрын
This is looking great, render distance has always been my biggest problem with Minecraft. This game could become a better alternative for people who want to create beautiful 3d art. Especially if you implement the powers of world edit as an in game function.
@ThePixelPear Жыл бұрын
Have you seen the lecture of one of the Minecraft devs talking about how they redesign minecraft's terrain generation for the caves and cliffs? I found it fascinating and quite informative
@finalforeach Жыл бұрын
I did! It was useful information, but I want to see if a different system can produce more interesting results.