Realtime Minecraft Raycaster V2

Game Introduction

IMPROVEMENTS OF VERSION 1: - Added terrain variability - Added side-planes (and subsequently side grass textures) - Added render chunks for loading side-planes - Added fog - Added vignette - Faster movements - Added A and D keys for horizontal movement - Created a process of importing Minecraft terrain from version 1.12.2 into this project (first by creating the world, then using Mineways to extract as an OBJ file, then using Blender to generate a heightmap, and finally using Mathematica to export the heightmap as a Scratch list) UPDATES FOR THE FUTURE: - Use space and shift keys to shift vertically (V3)* - Add automatic map size adjustability - Import a larger map (V3) - Add world boundaries - Stop tiling the map (V3) - Spawn in the middle of the map rather than the corner (manually set in V3) - Add more block types such as sand and stone (V3) - Add a custom seeded terrain generator of my own - Remove alpha channel of grass block top (V3) - Encode for 3-D space (binary voxel coding) rather than just a 2D voxel displacement map - Find a way to export the 3D voxel data? Does anyone know a fast and good-looking seeded random number generator I could use? I don't like LCGs, they look bad.

How To Play

FOR FASTER SPEEDS, use TurboWarp: https://turbowarp.org/fullscreen.html?turbo#414902264 Controls: - WASD to move forward and backward (respectively) - Arrow keys to turn and look around - C key to zoom in (like in Optifine) - Spacebar to jump in mid-air - The final resolution level while stationary is 8x anti-aliasing. The resolution will progressively refine while still, and the optimal resolution to run between the selected frame rates is used whilst moving. If the "high quality pen" is enabled in Turbo Warp, it will instead render at a higher resolution. - Normal FOV is 90°, FOV while zoomed in is 22.6°

Author

piano_miles

Category

Game Information

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