Minecraft Maps / Other

New C++ driven Minecraft client

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RevolutionalRedStone's Avatar RevolutionalRedStone
Level 53 : Grandmaster Pirate
252
Hey guys,

I've written a new version of Minecraft

The game is open-source.
- Included with each game client is un-obfuscated source-code along with an intelligent Integrated game editor.

Game Download
Ver 1.2.3 | 12.5 megs

Comments Questions Bug-reports Ideas and Help are very welcome !

Thanks alot guys, Enjoy!

Additional Notes

About the games engine
Using C++ to handle rendering for performance, This engine assembled from scratch in Multimedi Fusion 2; a visual programming IDE.

A highly efficiant Just-In-Time embedded Lua
script engine handles game-logic and also provides light-weight short cycle extensibility.

About my motivations
As an 3D games programmer I was immediately tempted to write my own game client for Minecraft !

As an Redstone engineer I'm always driven to find new ways to tighten my grasp on the subtleties of Redstone.


Thanks again guys
Progress100% complete
Tags

2 Update Logs

Version 1.2.1 change log : by RevolutionalRedStone 07/27/2012 2:28:50 pmJul 27th, 2012

Version 1.2.1 The community update - change log -
Changes include:
  • External dynamically compiled source code ! ( equivalent to JEB's much promised modding API )

  • Further Improved texture filling performance

  • Hide-able HUD mode ( F1 )

  • Third-person view mode ( F5 )

  • Improved Redstone dust signal handling performance

  • Redstone interaction now more like Minecraft ( Torches power block above & Indirect repeater powering )

  • Redstone wire animation connectivity !
  • Particles are now created on block removal !
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1
08/17/2015 12:44 pm
Level 13 : Journeyman Engineer
RowanFN
RowanFN's Avatar
You mentioned a Mac version previously, or a .swf setup for mac to be opened and used on the web.


Is there a similar feature here? can this be implimented as I use a Mac and pc, and if i can get both working with the old sorta web .swf that would be amazing!
1
04/05/2015 4:00 pm
Level 4 : Apprentice Explorer
Crow_T
Crow_T's Avatar
Where is the download and is it for mac or will you be making it for mac
1
04/03/2015 9:42 am
Level 2 : Apprentice Network
niels762
niels762's Avatar
So, what did you think of my code? :D Or were you busy? I didn't saw you online allot.
1
04/04/2015 7:47 am
Level 1 : New Explorer
Thomas281204
Thomas281204's Avatar
i want to see it :(
1
02/15/2015 5:30 am
Level 2 : Apprentice Network
niels762
niels762's Avatar
MCServer just implemented a network API. Any chance you could add something simular? I'd like to try to make a plugin that allows this client to connect to an MCServer so that it can play together with vanilla :)
1
01/10/2015 4:38 pm
Level 2 : Apprentice Network
niels762
niels762's Avatar
Do you think it's possible to implement LuaMultiThreaded by madmaxoft in LuaJit? His multithreading is in one LuaState, so you can access variables much easier. That way we could separate chunk generation and chunk rendering from the rest.
1
01/25/2015 7:11 pm
Level 53 : Grandmaster Pirate
RevolutionalRedStone
RevolutionalRedStone's Avatar
You are a smart guy!, generating chunks and sending them to the graphics card is always the main bottle neck in voxel games like this and anything you can do to mitigate that process helps performance tremendously.

I understand exactly what you suggest and yes you are absolutely correct, multi-threading is a great approach !

There are also other techniques which work within a single thread like working out all of a chunks geometry on the CPU BEFORE starting a new upload to the graphics card to minimize the time the GPU stalls while it listens to the CPU and also limiting the number of chunks you try to regenerate per second things like that can have fairly good success ( maintain a FPS above 50  while reloading ) but ofcoarse; multi threading is optimal.

From working at euclideon these last 6 months i've learned that there is little reason to use graphics cards to render voxel games at all - the software we use here is able to render the entire exploreable area of a minecraft map ( 2x10^6 by 2x10^6) just as fast as it renders one block.

I'm busily programming for the defense force at the moment ( which is fun ), but as soon as that's done i'm back to programming minecraft (voxel games) : )
1
01/26/2015 4:23 pm
Level 2 : Apprentice Network
niels762
niels762's Avatar
I've always known that generating and rendering stuff is the most expensive thing to do, so I thought it could be smart to separate them ;)

Would you maybe like to see my source code? You can probably find allot of things that could be improved, especially in the rendering code. ;)
1
01/26/2015 10:51 pm
Level 53 : Grandmaster Pirate
RevolutionalRedStone
RevolutionalRedStone's Avatar
I'de love too : )
Send me a link when you get the chance!
1
01/27/2015 6:34 am
Level 2 : Apprentice Network
niels762
niels762's Avatar
1
01/27/2015 6:47 pm
Level 53 : Grandmaster Pirate
RevolutionalRedStone
RevolutionalRedStone's Avatar
Wow excellent work niels!

You have clearly learned a whole lot of Lua!

I will need to keep reading the code for a while but with your blessing i'de love to make some of my own additions to the code and send it back to you ( along with a newer code editor )

Very impressed niels!
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