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15 hours ago | |
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| .cargo | 6 days ago | |
| assets | 7 days ago | |
| client | 15 hours ago | |
| common | 15 hours ago | |
| .gitignore | 1 week ago | |
| Cargo.lock | 15 hours ago | |
| Cargo.toml | 15 hours ago | |
| README.md | 1 week ago | |
README.md
This project aims to re-create the functionality of "Minecraft Classic" for the sake of creating a game that could be considered finished while developing code and experience that can be used in future projects that have greater ambitions.
We're using Bevy (and thus Rust) and are going to be making heavy use of Entity Component System (ECS) design.
Goals
- Creative mode editing
- Basic player physics
- Simple cellular automaton interactions
- Limited world size (configurable)
- Data-driven block palette loaded at startup
- Custom block models (and textures)
- Multiplayer
- Run in browser
Non-goals
- Non-player entities.
- "Infinite" terrain. It shouldn't be too difficult to support this, but this is to keep the scope of the project small. This can be explored when the game is in a playable state.
- More sensible liquid handling such as "waterlogging", partial liquid blocks and flow mechanics.
- Modding API. Something I'd like to see, but also out of scope.