# MineCraft-One-Week-Challenge **Repository Path**: xzhy324/MineCraft-One-Week-Challenge ## Basic Information - **Project Name**: MineCraft-One-Week-Challenge - **Description**: I challenged myself to see if I could create a voxel game (Minecraft-like) in just one week using C++ and OpenGL, and here is the result - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-03-27 - **Last Updated**: 2021-03-27 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # MineCraft-One-Week-Challenge 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 ## Other People's Projects 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 ## Building 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. ### macOS Install macports from https://www.macports.org `sudo port install sfml glm` ### Ubuntu `sudo apt-get install libsfml-dev libglm-dev` ## Compile Source and Runnimg ### Linux #### Debug ```sh sh scripts/build.sh sh scripts/run.sh ``` #### Release ```sh sh scripts/build.sh release sh scripts/run.sh release ``` ## The Challenge ### Day One 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. ![Quad](http://i.imgur.com/fJDgA2a.png) 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 ### Day Two 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. ![Messed up chunk](http://i.imgur.com/UsKHJrR.png) 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 ### Day Three 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... ![gl bytesss](http://i.imgur.com/PD44aRg.png) 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. ![Block editing](http://i.imgur.com/ilTJr8i.png) 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 ### Day 4 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. ![Skybox and world gen](http://i.imgur.com/mzUwqPo.png) 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 ### Day 5 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 ### Day 6 Mostly optimizations, such as view-frustum culling and making the mesh building faster. ### Day 7 Focus on improving how it looks, eg adding directional lighting Also implemented concurency :)