Minecraft Clone - WIP

been working hard lately, learning how to use arrays, resources folder and finally know how the functions work :slight_smile:

my goals :

Finish inventory, kill all bugs.
Finish crafting, kill all bugs,
add the chest to store items.
make more recipes for the crafting table.

Yes, i know that the textures are taken from minecraft, but its only for now, i will make my own textures later on, and finnally add sound. If you ask me that will there be multiplayers = No. and in the future my big goal is to actually implement actual terrain instead of a platform. And from what i heard, MC doesnt use mesh, it uses individual cubes and only rendering the ones exposed to air or water. And that is what i will be doing :), hope you enjoy my attempt, and im still 14, so im still getting better and better. if you arent able to place or remove certain blocks, then it means that i havent added id as a block or item.

Screenshots :


FOUND BUGS, tell me, lost count of things to do actualy do to the code :neutral:

Looking Good,

Not trying to be discouraging, but just be aware that if you try to sell this you could be sued by Mojang

The game looks great and all, but I don’t know where you got this information from as it is quite wrong… The part about rendering is right, however, Notch did use meshes, not individual objects for each block, he combined their meshes in a ‘chunk’ system of 32x32x124 blocks(I think those are the dimensions). If you are using individual blocks, there is an issue with processing the load, many more drawcalls and many more objects to render. It completely obliterates the problem of verts which are no longer the problem, the problem it creates is the sheer AMOUNT of gameobjects needed to be controlled. In a chunking system, you only need one mesh collider per 32x32x124 chunk, if you do that block by block that is 126976 colliders that the engine needs to handle, as opposed to one.

My advice is to lose the idea of individual cubes and move onto a ‘voxel’ system involving chunking and arrays of blocks.

That all said, it looks like you are making some very decent progress and that is great, however I did find the crafting system confusing.

Keep up the good work
Myhi

To be completely correct minecraft has chunks of 16x256x16 going X,Y,Z with Y being upwards.

Ah thanks, was never sure of the dimensions

theres a Mathf.PerlinNoise function, and theres also a way to create dynamic mesh in runtime, is there a way to combine the 2 for a gen. Cutting mesh into chunks should be easy enough, and as i said i will replace the textures with my own, and not even thinking about selling it. Then another problem is detecting the texture that is on the mesh, so if i attempt to ‘carve’ it then ill have to know what have i removed.

What code did you use? I use c# and am trying to make an inventory like minecraft’s, but I don’t know where to start.

My guess is C#, it would be nigh impossible to do it in Java or Boo (who the hell uses Boo xD)

Ok. Thanks, but any clue how I go about making an inventory?
I’ve searched on google but I can’t find any tutorials on how to make one.

I don’t see why you say that. UnityScript and C# are literally the same, with C# having a few different functions.

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