Cloning Minecraft
Unity C#
Developed as a solo project at the Florida Interactive Entertainment Academy in Orland, FL.
Cloning Minecraft was a Technical Design final class project that I later expanded upon. The class was given the method means to procedurally generate a world of 1x1 cubes, and I then sought to accurately recreate the feel and functionality of Minecraft.
What Did I Do?
I focused on gameplay scripting (solo project).
Some highlights of my work include:
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Digging and block-placing features.
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Players can dig blocks out of the environment, add that block type to their inventory, and place that block elsewhere.
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Clicking draws a raycast from the camera and then deletes or spawns block on top of the surface's local forward.
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Occlusion Culling
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Building introduced performance problems due to the increased number of blocks in the scene.
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Implemented a means to only render blocks visible to the player.
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Blocks raycast in all four directions to determine if they have exposed faces. If so, then the block is rendered. If not, then the block is hidden.
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Only culls on initial generation (check all cubes) and when a block is placed or destroyed (only check the cubes local to the affected area).
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Day/Night Cycle
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Rotates the main directional light with the passage of in-game time.
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Changes the skybox based on time of day
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Digging and Building
Screenshots