Hopson97 / MineCraft-One-Week-Challenge

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
https://www.youtube.com/watch?v=Xq3isov6mZ8
MIT License
2.65k stars 379 forks source link

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 Running

Linux

Debug

sh scripts/build.sh
sh scripts/run.sh

Release

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

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

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

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

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

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 concurrency :)