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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. |
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We're using [Bevy] (and thus Rust) and are going to be making heavy use of Entity Component System (ECS) design. |
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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. |
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[Bevy]: https://bevy.org/ |
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## Goals |
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- Creative mode editing |
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- Basic player physics |
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- Simple cellular automaton interactions |
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- Limited world size (configurable) |
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- Data-driven block palette loaded at startup |
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- Custom block models (and textures) |
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- Multiplayer |
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- Run in browser |
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- ☐ Creative mode editing |
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- ☐ Basic player physics |
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- ☐ Limited world size (configurable) |
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- ☐ Block definitions loaded at startup |
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- ☐ Custom block models (and textures) |
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- ☐ Simple cellular automaton interactions |
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- ☑ Multiplayer (server-autoritative) |
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- ☑ Runs in browser |
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## Non-goals |
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- Non-player entities. |
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- "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. |
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- More sensible liquid handling such as "waterlogging", partial liquid blocks and flow mechanics. |
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- Modding API. Something I'd like to see, but also out of scope. |
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- Non-player entities (animals, falling blocks, block entities) |
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- Modding API (other than loading block definitions) |
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- Infinite, streaming terrain (possible, but currently out of scope) |
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- Sensible liquid handling (waterlogging, partial liquid blocks, flow mechanics) |
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## How to Launch |
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Since the game is still way too early in development, there are no releases yet. |
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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. |
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```sh |
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# Run the game locally. |
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bevy run |
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bevy run -- local # same as above |
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bevy run --release -- local # with release optimizations |
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# Host a server for the game and play on it. |
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# When starting up, will print the "certificate digest". |
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bevy run -- host [PORT] |
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# Connect to an existing server. |
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bevy run -- connect <ADDRESS[:PORT]> <DIGEST> |
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``` |
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To test the game in the browser, you can do the following: |
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```sh |
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# Run a local webserver to serve the game, and open it. |
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bevy run web --open |
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``` |
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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. |
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[Bevy CLI]: https://github.com/TheBevyFlock/bevy_cli |
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