Update README, add launch instructions

copygirl 1 month ago
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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.
This project, written in Rust and using [Bevy], aims to re-create the functionality of Minecraft "Classic" (2009) 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.
[Bevy]: https://bevy.org/
## 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
- Creative mode editing
- Basic player physics
- ☐ Limited world size (configurable)
- ☐ Block definitions loaded at startup
- ☐ Custom block models (and textures)
- ☐ Simple cellular automaton interactions
- Multiplayer (server-authoritative)
- Runs 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.
- Non-player entities (animals, falling blocks, block entities)
- Modding API (other than loading block definitions)
- Infinite, streaming terrain (possible, but currently out of scope)
- Sensible liquid handling (waterlogging, partial liquid blocks, flow mechanics)
## How to Launch
Since the game is still way too early in development, there are no releases yet.
To compile and run it yourself, other than setting up Rust (through `rustup` for example), I recommend using [Bevy CLI]. It simplifies some tasks, such as building and testing on web. But if you don't want to use it, just replace `bevy run` with `cargo run` in the following code block.
```sh
# Run the game locally.
bevy run
bevy run -- local # same as above
bevy run --release -- local # with release optimizations
# Host a server for the game and play on it.
# When starting up, will print the "certificate digest".
bevy run -- host [PORT]
# Connect to an existing server.
bevy run -- connect <ADDRESS[:PORT]> <DIGEST>
```
To test the game in the browser, you can do the following:
```sh
# Run a local webserver to serve the game, and open it.
bevy run web --open
```
If you want to connect to a server, add `?connect=<ADDRESS[:PORT]>&digest=<DIGEST>` to URL. Due to a limitation, hostnames like `localhost` won't work here – use an IP instead. Also note that I had no luck getting WebTransport working in Firefox, so you may want to try with a Chromium-based browser.
[Bevy CLI]: https://github.com/TheBevyFlock/bevy_cli

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