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
Top Related Projects
A simple Minecraft clone written in C using modern OpenGL (shaders).
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Quick Overview
MineCraft-One-Week-Challenge is a project by Matthew Hopson that aims to recreate Minecraft in C++ within one week. It's a simplified version of the popular game, focusing on basic gameplay elements and rendering techniques. The project serves as an educational resource for game development enthusiasts.
Pros
- Demonstrates rapid game development techniques
- Provides a clear example of 3D voxel-based rendering in C++
- Open-source, allowing for community contributions and learning
- Achieves a playable Minecraft-like experience in a short timeframe
Cons
- Limited features compared to the full Minecraft game
- May contain bugs or performance issues due to the short development time
- Lacks extensive documentation or detailed explanations of the code
- Not actively maintained or updated
Code Examples
// Creating a simple cube
void createCube(float x, float y, float z)
{
glm::vec3 cubePositions[] = {
glm::vec3(x, y, z),
glm::vec3(x + 1, y, z),
glm::vec3(x + 1, y + 1, z),
glm::vec3(x, y + 1, z)
};
for (int i = 0; i < 4; i++)
{
m_cubeVertices.push_back(cubePositions[i]);
}
}
This code snippet demonstrates how to create a simple cube in the game world.
// Handling player movement
void Player::handleInput(const sf::RenderWindow& window, float dt)
{
static auto lastMousePosition = sf::Mouse::getPosition(window);
auto change = sf::Mouse::getPosition() - lastMousePosition;
rotation.y += change.x * 0.05f;
rotation.x += change.y * 0.05f;
lastMousePosition = sf::Mouse::getPosition(window);
// ... (additional movement logic)
}
This code example shows how player input is handled for camera rotation.
// Generating terrain
void Chunk::makeMesh()
{
for (int y = 0; y < CHUNK_SIZE; y++)
{
for (int x = 0; x < CHUNK_SIZE; x++)
{
for (int z = 0; z < CHUNK_SIZE; z++)
{
Block block = getBlock(x, y, z);
if (block == Block::Air)
continue;
// ... (mesh generation logic)
}
}
}
}
This code snippet illustrates how terrain is generated using a chunk-based system.
Getting Started
To get started with the MineCraft-One-Week-Challenge project:
-
Clone the repository:
git clone https://github.com/Hopson97/MineCraft-One-Week-Challenge.git
-
Install dependencies (SFML, GLM, etc.) as specified in the project's README.
-
Build the project using CMake:
mkdir build && cd build cmake .. make
-
Run the executable:
./MineCraft
Note: Detailed setup instructions and requirements can be found in the project's README file.
Competitor Comparisons
A simple Minecraft clone written in C using modern OpenGL (shaders).
Pros of Craft
- More mature and feature-rich project with a longer development history
- Better performance and optimization for rendering large voxel worlds
- Includes multiplayer support out of the box
Cons of Craft
- Less focused on educational aspects or rapid development
- More complex codebase, potentially harder for beginners to understand
- Lacks some of the modern C++ features used in MineCraft-One-Week-Challenge
Code Comparison
MineCraft-One-Week-Challenge uses modern C++ features:
auto& chunkManager = m_world.getChunkManager();
auto* chunk = chunkManager.getChunk(blockPosition.x, blockPosition.z);
Craft uses a more traditional C approach:
int x = roundf(p->x);
int y = roundf(p->y);
int z = roundf(p->z);
int w = get_block(x, y, z);
Both projects use OpenGL for rendering, but Craft's implementation is more optimized for large-scale voxel worlds. MineCraft-One-Week-Challenge focuses on rapid development and modern C++ practices, while Craft prioritizes performance and established game development techniques.
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Pros of LearnOpenGL
- Comprehensive tutorial series covering various OpenGL concepts
- Well-structured content with clear explanations and code examples
- Regularly updated with new topics and improvements
Cons of LearnOpenGL
- Focuses solely on OpenGL, lacking game development specifics
- May be overwhelming for beginners due to its extensive content
- Less hands-on project experience compared to MineCraft-One-Week-Challenge
Code Comparison
LearnOpenGL:
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
MineCraft-One-Week-Challenge:
m_texture.loadFromFile("Res/Textures/Atlas.png");
m_shader.loadFromFile("Res/Shaders/Basic_Vertex.glsl", "Res/Shaders/Basic_Fragment.glsl");
m_cubeModel.create();
m_cubeModel.addData({vertexPositions, textureCoords, indices});
m_cubeModel.addVBO(3, vertexPositions);
The LearnOpenGL code focuses on low-level OpenGL operations, while MineCraft-One-Week-Challenge uses higher-level abstractions for game development tasks.
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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.
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.
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...
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 |
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.
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 :)
Top Related Projects
A simple Minecraft clone written in C using modern OpenGL (shaders).
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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