I challenged myself to see if I could create Minecraft in just one week... So lets go!
Video: https://www.youtube.com/watch?v=Xq3isov6mZ8
Note: I continued to edit after the 7 days, however the version seen in the video is found here https://github.com/Hopson97/MineCraft-One-Week-Challenge/tree/eb01640580cc5ad403f6a8b9fb58af37e2f03f0c
And the "optimized" version can be found here: https://github.com/Hopson97/MineCraft-One-Week-Challenge/tree/792df07e9780b444be5290fd05a3c8598aacafc8 (~1 week later version)
There also is a version of this game with very good graphics, and things like a day/night cycle. However, it was causing rendering issues for many people. This version can be found here: https://github.com/Hopson97/MineCraft-One-Week-Challenge/tree/aa50ad8077ef0e617a9cfc336bdb7db81c313017
This was made in a week, as a challenge for a video. There do exist other, more mature and developed Minecraft clones written in C++.
MineTest here: https://github.com/minetest/minetest
You will need GLM and SFML 2.4.1+ libraries w/headers, and this also requires a compiler that supports C++14 (or newer) with threads.
Install macports from https://www.macports.org
sudo port install sfml glm
sudo apt-get install libsfml-dev libglm-dev
sh scripts/build.sh
sh scripts/run.sh
sh scripts/build.sh release
sh scripts/run.sh release
End of day one commit: https://github.com/Hopson97/MineCraft-One-Week-Challenge/tree/44ace72573833796da05a97972be5765b05ce94f
The first day was spent setting up boilerplate code such as the game state/ game screen system, and the basic rendering engines, starting off with a mere quad.
The day was finished off by creating a first person camera.
End of day stats:
Title | Data |
---|---|
Time programming Today | 3:21:51 |
Lines of Code Today | 829 |
Total Time programming | 3:21:51 |
Total Lines of Code | 829 |
End of day two commit: https://github.com/Hopson97/MineCraft-One-Week-Challenge/tree/98055215f735335de80193221a30c0bb8586fba5
The second day was spent setting up the basic ChunkSection and various block classes.
I also worked out the coordinates for a cube, and thus created a cube renderer.
I finished up the day attempting to create a mesh builder for the chunk; however, this did not go well at all, and two had ended before I got it to work correctly.
End of day stats:
Title | Data |
---|---|
Time programming Today | 4:16:07 |
Lines of Code Today | 732 |
Total Time programming | 7:37:58 |
Total Lines of Code | 1561 |
End of day three commit: https://github.com/Hopson97/MineCraft-One-Week-Challenge/commit/78bd637581542576372d75cf7638f76381e933b4
To start the day off, I fixed the chunk drawing. Turns out I was telling OpenGL the indices were GL_UNSIGNED_BYTE
, but they were actually GL_UNSIGNED_INT
. This took 3 hours to work out...
Anyways, after this I got the game working with more chunks. I now have an area of 16x16 chunks, made out of chunk sections of 16x16x16 blocks.
To finish the day off, I got some naive block editing to work.
End of day stats:
Title | Data |
---|---|
Time programming Today | 3:15:38 |
Lines of Code Today | 410 |
Total Time programming | 10:53:36 |
Total Lines of Code | 1974 |
The first thing I did on day 4 was create a sky box using OpenGL cube maps.
After this, I started work on the world generation, eg adding height map and trees.
End of day stats:
Title | Data |
---|---|
Time programming Today | 3:14:15 |
Lines of Code Today | 523 |
Total Time programming | 14:07:51 |
Total Lines of Code | 2489 |
I started off the day by cleaning up some of the chunk code, and then proceeded to make the world infinite, but I felt it was not needed, so I simply went back to a fixed-sized world.
I then added an item system. My implementation probably was not great for this, but it was my first time at creating that sort of the thing.
Basically, when a player breaks a block, it gets added to their inventory. When they place a block, a block is placed.
Title | Data |
---|---|
Time programming Today | 2:54:14 |
Lines of Code Today | 560 |
Total Time programming | 17:02:05 |
Total Lines of Code | 3049 |
Mostly optimizations, such as view-frustum culling and making the mesh building faster.
Focus on improving how it looks, eg adding directional lighting
Also implemented concurrency :)