Activity

prasadbahekar108

Shipped this project!

Hours: 27.01
Cookies: 🍪 429
Multiplier: 15.89 cookies/hr

This is my first ever ship. I have started making my Minecraft clone on the web and this is the first ever version which does not include much but is great to achieve. Before you say, It is not optimized yet and that’s why the render distance is about 1.5 chunks. I am going to optimize before my next ship. Hope this gets successful!

prasadbahekar108

Day 13
It’s actually 1:40 AM right now and I am actually about to do my first ship! The only thing remaining is the banner. Here’s what I did today:

  • Added Hunger and Health bars
  • Created a demo page and hosted using Github Pages
  • Added Right hand controls
  • Created a README
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Comments

bobis
bobis 4 days ago

This project is very cool!

prasadbahekar108

Day 12

  • Completed making a basic hotbar. The current selected hotbar can be changed either with keys (1-9) or by using the scroll wheel.
  • Fixed a bug where the player kind of double jumps.
  • Fixed another bug where the block breaking cooldown does not reset when changing the selected block.
  • Created an experience bar.

I will complete the HUD as soon as possible and then set up the demo, project banner, README, etc because I want to submit this project and mark as made for Physics Engine Sidequest.

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prasadbahekar108

Day 11

  • Fixed a bug where the player was not able to jump due to low epsilon.
  • Fixed another major bug which could not place blocks in the negative x, y and z axes.
  • Started making the HUD.
  • Currently on completing the hotbar.

Future Plan:

  • Complete the basic HUDs and the next few days.
  • Start optimizing the game.
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prasadbahekar108

Day 10
Changes:

  • Cleaned code for interactions
  • Saved chunks (not locally) when removing for render.
  • Gave the player to ability to place blocks.
  • Fixed a bug where is disables the player to jump.

Found out a bug where it does not place blocks in the negative x, y and z axes.

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prasadbahekar108

Day 9
Today had been a great progress, though it does not seem that ground breaking.

  • Reorganised the Player States
  • Added a Blocks Selector
  • Fixed many tiny bugs
  • Gave player, the ability to break blocks. (Has to be improved)

To-do’s:

  • Found out another bug related to crouching, where if you crouch while in a massive FPS drop, the player may fall off the edge.
  • Have to make the block selector better
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prasadbahekar108

Day 8
I completed shifting to the player-based approach and now I can start making new features again. Now there is no duplication of player y offset.

  • Fixed Player based approach.
  • Prohibited the player to uncrouch under some circumstances.
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prasadbahekar108

Day 7
I have started to migrate towards calculating the player’s stuff based on a new THREE.Group() object called Player. It is not completed yet and will take time to do so.

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prasadbahekar108

Day 6
I worked on the game for about 1.5 hours and while it was quite some less time, I could complete most of my short-term goals. Today was mostly based on Movement mechanics.

  • Added the crouch functionality.
  • Converted the static speed to velocity approach with friction so that it slides.
  • Made the FOV react to speed and not with binary sprint state.
  • Added a basic crosshair.

To-do’s:

  • Completely rewrite the current method to move the player as it is a massive flaw.
  • Add a highlight towards the block selected.
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prasadbahekar108

Day 5
Still, I worked more towards the visuals than any functionality. Here’s what I did:

  • Added ticks in the delta file.
  • Added sky colours based on the time.
  • Replaced the Directional light with a faint sunlight.
  • Made the Ambient Light, the Main Light. (I will have to change that pretty soon)
  • Added sun and moon.

To-do’s:

  • Make the FOV lerp to depend upon the speed and not sprint.
  • Add the crouch function
  • Add smooth lighting
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prasadbahekar108

Day 4
Great visual improvements. Most of the time went in figuring out how to make the camera go slightly down when crouching without breaking the collision.

  • Fixed the Hitbox Visualizer
  • Added grass texture
  • Had to reduce chunk size from 16x16 to 4x4
  • Added lerp for FOV when sprinting
  • Added multiple cameras for different POVs including crouch
  • Added lerp for the Camera’s Y axis when crouching.

To-Dos:

  • Make the FOV lerp to depend upon the speed and not sprint.
  • Add the crouch function

I will start optimising probably in the next week.

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prasadbahekar108

Day 3
Could not work on this more much time due to my academic classes. I wish that I could though. Just figured out that there is a deadline and now I have to code for 5 hours a day to reach my goal.

  • Fixed a critical collision bug
  • Improved delta speed
  • Added walk, crouch and sprint states
  • Made a separate class for Hitbox which would probably help me in future.
  • Added some dots for hitbox debug (incomplete)
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prasadbahekar108

Day 2
This had been a lot of troubleshooting. 6 hours 29 minutes is the time I had been coding. I spent about 3 hours thinking on how to fix my collision system. This devlog is posted one day late due to the maintenance of Hackatime.

  • Added some basic Player Movement (similar to Minecraft Creative Mode)
  • Added Infinite World Generation
  • Integrated delta in Player’s Movement function
  • Added Player Collisions (took 5 hours alone)
  • Added Gravity ofc.
  • Refactored the script.js file into many separate files to structure it properly.
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prasadbahekar108

Day 1
Made many more changes!

  • Added a flat plain

  • Made the camera controllable

  • Install Perlin Library

  • Changed all its vertices’ height according to Perlin.

  • Colour coded each vertex to either water, grass, or mountain.
    The first screenshot is the outcome of all the above.

  • Added FPS, Memory and Latency stats using a Node Library.

  • Deleted the plane terrain code

  • Created a cube for each block and placed it according to its position.

  • Added chunk system
    The second screenshot is the final outcome for today.

I have decided to first complete the infinite terrain generation without optimising and optimise after completing it, so that the difference would be clearly visible.

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prasadbahekar108

I started with basic HTML and JavaScript files.

  • I imported Three.js renderer through CDN. (This was my first time using Three)
  • Made a rotating green cube.
    For my next step, I tried moving the camera. I realized that there were several problems with my basic setup. After more than 20 minutes of troubleshooting, I migrated to Node.js and Vite and installed the Three package.
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