Philip Mod Dev
Philip Mod Dev
  • Видео 43
  • Просмотров 55 795
Voxel Engine: Adding Infinite Build Height to My MINECRAFT Clone
#devlog #voxels #java
While many create a C++ Minecraft Clone, I decided to build mine in Java. My voxel engine now features infinite build height, allowing players to edit the voxels without limit in my voxel game. Remaking Minecraft in java is fun, but adding unique voxel features brings a creative experience beyond Minecraft Java.
Be sure to check out my previous voxel engine video:
ruclips.net/video/Pvk3MxHYDis/видео.html
More voxel engine videos coming very soon. I’m excited to share my voxel engine inspired by others who have built a C++ Minecraft Clone or Java Minecraft Clone. Making progress with each voxel feature coming together as one game engine.
Thumbnail made by @Biscuit_MCYT
Mus...
Просмотров: 7 613

Видео

Voxel Engine: I Added Voxel Caves to My MINECRAFT Clone
Просмотров 7 тыс.14 дней назад
#devlog #voxels #java While many create a C Minecraft Clone, so I decided to build mine in Java. My Voxel Engine now features voxel cave generation, infinite height for the voxel world, and optimizing my voxel game. Where I improved multiplayer game play with smooth player interaction with the voxels. Remaking Minecraft in java is challenging, but having multiplayer support brings the experienc...
Voxel Engine Development: New Voxel Game Features
Просмотров 2,5 тыс.28 дней назад
#devlog #voxels #java This voxel devlog of remaking minecraft in java, I made a new voxel building feature, where voxels are placeable in the voxel game engine. Included a voxel game building system where players can break voxels. The voxel engine features a new multiplayer voxel update, where players can see updates in the voxel game. If you missed my previous voxel devlog of remaking minecraf...
LibGDX Game Input Handling
Просмотров 407Месяц назад
In LibGDX 3d or LIbGDX 2d game development, I show you how to use LibGDX input handling with adding a controller to your LibGDX Game. LibGDX is a java game development framework that which you can use to create LibGDX 2D games or LibGDX 3D games with a solid game development tool from LibGDX library. ruclips.net/video/EAV5CNRBOWE/видео.htmlsi=dARyy-IaVgqcyECs Resources Libgdx Input Handling: li...
Voxel Engine Development: Procedural World Generation
Просмотров 1,3 тыс.Месяц назад
#devlog #voxel #voxelgame I added voxel world generation to my voxel engine. This is a start for my voxel game to have voxel noise generation and a voxel procedural world gameplay. I also added multithreading to make my voxel sandbox game smooth with some voxel engine optimizations. Voxel Devlog: ruclips.net/video/u4i13GVvAdg/видео.html Improving on the voxel game with multiplayer support and c...
Voxel Engine Development (Making Progress)
Просмотров 9332 месяца назад
#devlog #voxelgame #java I've been working on my voxel engine and voxel game optimizations with some voxel game meshing and palette compression. I also have implemented some features of voxel multiplayer for my voxel sandbox game. First Devlog: ruclips.net/video/wv3KwDDsEgI/видео.html Palette Compression voxel.wiki/wiki/palette-compression/ Previous Development Video ruclips.net/video/wv3KwDDsE...
Libgdx Memory Management: Object Pools
Просмотров 4772 месяца назад
In this video we discuss that memory management is priority when developing software. LibGDX includes many different ways to handle memory, like object pools, and disposing native resources. The effect can be significantly optimal for 3D and 2D applications. Me sure to check out the resources below. Enjoy. LibGDX Memory Management libgdx.com/wiki/articles/memory-management VisualVM visualvm.git...
LibGDX Setup: GDX-Liftoff Tutorial
Просмотров 7823 месяца назад
LibGDX liftoff tool setup tool makes it easier for LibGDX project setup. The LibGDX liftoff is great for people who are beginners with LibGDX who want to install LibGDX for game development. This tool is a great way into LibGDX 3d and LibGDX 2d game development. Check out this video how to install LibGDX ruclips.net/video/p2lUdy68s_M/видео.htmlsi=nSN2Up5uqQxYhPC9 LibGDX Liftoff video ruclips.ne...
Java Game Development (Libgdx) UI Layout Widgets
Просмотров 5593 месяца назад
In this video we cover Libgdx layout widgets for Scene 2d UI. The video ranges from tables to stacks with all having a simple explanation on how to use them. Layout widgets is a key start when designing basic UI principles. Having a good understanding will help structure widgets for your games. Libgdx UI Tables ruclips.net/video/qnJ1QmcDGgE/видео.html Libgdx UI Widgets ruclips.net/video/fAvvDv0...
Java Game Development (Libgdx) Scene 2d UI Widgets
Просмотров 4724 месяца назад
Libgdx provides custom widgets that you can use for UI purposes. This video will cover the most important widgets that you need to know before creating any UI applications. Enjoy watching and hopefully this helps you in designing UIs. #libgdx GitHub github.com/PhilipModDev/Libgdx-Tutorials Widgets Libgdx libgdx.com/wiki/graphics/2d/scene2d/scene2d-ui#widgets Patreon www.patreon.com/PhilipModDev...
Java Game Development (Libgdx) Bitmap Fonts
Просмотров 4215 месяцев назад
In this video well be discussing the Libgdx Bitmap Font class, along with the properties of scaling fonts, and the blurry fix. Well break down the Linear and Nearest texture principles of fonts, as well as rendering using Sprite Batch. Hope you enjoy this video, feel free to share with others. Libgdx Bitmap Fonts libgdx.com/wiki/graphics/2d/fonts/bitmap-fonts Libgdx Hiero Font Packing Tool libg...
Voxel Engine Development: Voxel Game from Scratch
Просмотров 1,2 тыс.5 месяцев назад
#devlog #voxelgame #java Remaking my Minecraft clone that I started awhile back improving voxel engine rendering. With some voxel game engine optimization to voxel procedural generation. I am improving the features of my voxel sandbox game. Voxel Devlog: ruclips.net/video/KzwWqQiHL9g/видео.html Libgdx libgdx.com/ Frustum Culling en.wikipedia.org/wiki/Frustum learnopengl.com/Guest-Articles/2021/...
Java Game Development (Libgdx) Scene 2d UI Buttons
Просмотров 4346 месяцев назад
Libgdx Scene 2d UI Buttons is the simplest interactive components that you normally would add to UI. This video goes over 3 different button types that Scene 2d UI provides and implementation on tables. Be sure to check out the previous video about tables and the basic skin object. Enjoy. Tables. ruclips.net/video/qnJ1QmcDGgE/видео.htmlsi=mlIvPJH0-TQ_oM41 Skin Object. ruclips.net/video/ShE0uy78...
Java Game Development (Libgdx) Scene 2d UI Tables
Просмотров 6506 месяцев назад
Hello everyone, in today's video will be discussing Scene 2D UI Tables and defining to use its methods. The table actor is the basic component for every scene 2d UI layout combined with stage. You can think you it as being a excel spreadsheet with rows and columns. Libgdx provides basic documentation going over each component. Enjoy the video. Creating a Scene 2d UI Skin object. ruclips.net/vid...
How to install Libgdx? (Tutorial Setup)
Просмотров 6237 месяцев назад
Want to get started with Libgdx? This video will walk you through the steps of setting up your project and installing the presenting the requirement when developing your application. Hope you find this video helpful, enjoy. Feel interested in Learning Libgdx? ruclips.net/video/MsKomnSSRwg/видео.htmlsi=Bhc2JrDhdJFz-s-G Patreon www.patreon.com/PhilipModDev Discord discord.gg/FHtshuKdaU Libgdx lib...
Java Game Development (Libgdx) 2D Animations
Просмотров 7517 месяцев назад
Java Game Development (Libgdx) 2D Animations
Java Game Development (Starship Shooter)
Просмотров 3907 месяцев назад
Java Game Development (Starship Shooter)
Java Game Development (Libgdx) Asset Management
Просмотров 4738 месяцев назад
Java Game Development (Libgdx) Asset Management
Java Game Development (Libgdx) Skin
Просмотров 8888 месяцев назад
Java Game Development (Libgdx) Skin
Java Game Development (Libgdx) Scene 2d UI
Просмотров 1,4 тыс.9 месяцев назад
Java Game Development (Libgdx) Scene 2d UI
Java Game Development (New Game Starship Shooter)
Просмотров 2399 месяцев назад
Java Game Development (New Game Starship Shooter)
Java Game Development (Libgdx) Basic 3D
Просмотров 1,4 тыс.9 месяцев назад
Java Game Development (Libgdx) Basic 3D
Java Game Development (Libgdx) Viewports
Просмотров 81510 месяцев назад
Java Game Development (Libgdx) Viewports
Java Game Development (New Game Coming Soon)
Просмотров 50110 месяцев назад
Java Game Development (New Game Coming Soon)
Java Game Development (Libgdx) Cameras
Просмотров 1,6 тыс.10 месяцев назад
Java Game Development (Libgdx) Cameras
Java Game Development (Libgdx) TextureAtlas
Просмотров 1,7 тыс.11 месяцев назад
Java Game Development (Libgdx) TextureAtlas
Java Game Development (Libgdx) File System
Просмотров 1,4 тыс.Год назад
Java Game Development (Libgdx) File System
Java Game Development (Libgdx) Sprite and SpriteBatch.
Просмотров 3,1 тыс.Год назад
Java Game Development (Libgdx) Sprite and SpriteBatch.
Java Game Development (Libgdx) getting started
Просмотров 8 тыс.Год назад
Java Game Development (Libgdx) getting started
Philip's Ruins (Lost Soul City)
Просмотров 385Год назад
Philip's Ruins (Lost Soul City)

Комментарии

  • @TriangularCosmos
    @TriangularCosmos 2 дня назад

    1000th subscriber here😎 (I hope I am not mistaken)

    • @PhilipModDev
      @PhilipModDev 2 дня назад

      Yoo, thank you so much. This is awesome. 😎

  • @zweihaunders5019
    @zweihaunders5019 2 дня назад

    Not sure if you have chunk lods but if you do the generation for further locations will load faster and the game will run smoother, additionally backface culling on most things will help run faster and nanite with unreal engine only loads the triangles on screen further making the game faster with all these modifications you should be able to see very very far with little to no issues minecraft generation is made within the limits of what looks nice within visible distance but you could make a much grander more realistic generation using these to help implement them

    • @PhilipModDev
      @PhilipModDev 2 дня назад

      Yes exactly, LOD is something I been looking at lately. Hopefully it will increase the mesh generation time significantly. I do have a small LOD system that limits the amount of vertices and indices sent down the render pipeline. The calculation is done by using the Manhattan distance for every chunk from the player's perspective. It work well to lower memory usage, but I can probably do better. Thank you for the advice. Definitely will do.

    • @zweihaunders5019
      @zweihaunders5019 2 дня назад

      @@PhilipModDev that's cool. if you'd ever like to, I do music and I'm half decent at art when I try to be as well. I realize your likely not that far along in the process to want help but Id love to learn from, help support, and maybe join along with your projects. I added you on linked in. I'm not great at programming unfortunately but I am trying to learn on my own and it's daunting sometimes

  • @Dryym
    @Dryym 2 дня назад

    How would you plan on handling lighting when it comes to floating islands? It seems like once you update the lighting for a large floating structure, It'll create unsightly shadows on the world below as the light propagates downwards.

    • @PhilipModDev
      @PhilipModDev 2 дня назад

      Good question. I thought about some ways of doing it. Since voxel lighting is calculated by a height of generation, the island will have there own height. Hence, different transitions of light on different maps. Could also result in unique skys. So far I got single color light propagation done, working on the current issue.

  • @droonelly-jumos
    @droonelly-jumos 3 дня назад

    theres people already talking about space dimention, so i'll beyond. if you did up why not make dimensions under the world, like abyss layers, the second cave layer (you already have first cave layer) could be a bit colder version of the first layer with ice but with little biodiversity and the problems start with a little curse layer down called slowness the third cave layer is a boreal forest underground and still cold biome, but is a little hotter, the loot is good, and full of life made for that ambient, having light stones as natural light source, the second curse layerdown is hunger what can be cured temporally eating the powder of light stone. the fourth layer is now a jungle just very similar the layer above, the two are connected naturally, and the curse layerdown here is to half your Hp. the fith layer is lava(lava on real life is wax viscosity) filled place, with a crazy ambient and only monsters exist here very confusing to say, but have Da loot, and the curse layerdown is Hunger I and Eyes allucinations(will see eyes flickering on the screen) the sixith layer is The Nether 1.16 with completly diferent biomes and more magma(magma is honey viscosity) pouring place, the curse layerdown mining fadige and blurred I (your vision is blurred permanently layer down you need glasses) and the last layer is The void, floating lands what have the best loot of the game and the last curse is hardcore (you have ONE life on this layer, even on creative mode) and Void curse (a fog what don't let see better, even with blurred I is worse)

    • @droonelly-jumos
      @droonelly-jumos 3 дня назад

      also im now your subscriber, if i daydreamed to much, so add this on other time

    • @PhilipModDev
      @PhilipModDev 3 дня назад

      Wow, that's is actually something very unique. I love to add these ideas into the game. Literally giving it a much better vibe than Minecraft and being the ultimate cave game. The level system of curses is very fascinating, and is almost like the cave's minerals or curse is admitting these curse or toxicity. I love it! Very well written on this, I will definitely keep you in mind and perhaps give you a shout-out in the contributions credits if this game, if you would like. I plan on making a discord server very soon. So many can drop their ideas down. Again, great job.

    • @droonelly-jumos
      @droonelly-jumos 3 дня назад

      @@PhilipModDev wait you are going to do a discord server!

    • @PhilipModDev
      @PhilipModDev 3 дня назад

      @droonelly-jumos I plan on starting on either this week or next week depending on schedule.

    • @droonelly-jumos
      @droonelly-jumos 3 дня назад

      okay sir!

  • @skmgeek
    @skmgeek 4 дня назад

    You should put all the minecraft clone videos in a dedicated playlist so it's easier for people to follow the series!

  • @YEEHEEW-fo5zi
    @YEEHEEW-fo5zi 5 дней назад

    But i like the noodly cavey like islands

  • @YEEHEEW-fo5zi
    @YEEHEEW-fo5zi 5 дней назад

    BIOMES MOBS AND MODABILITY

  • @shoebob
    @shoebob 5 дней назад

    Gotta love the jdh-style music and thumbnail style! good luck on your project man

    • @PhilipModDev
      @PhilipModDev 5 дней назад

      Thanks man, I hope to bring this game to the public soon.

  • @Sampledcape5333
    @Sampledcape5333 6 дней назад

    Maybe the higher you go, like when you start reaching the space layer, you'll see astroids, have less Gravity, you have to worry about less to no oxygen, maybe temperature if you wanna go all in, then finally you reach the point of 0g and you have to craft equipment to help navigate. Lots of content ideas you'll be able to add. Very good work so far dude! Hope to see more!

    • @PhilipModDev
      @PhilipModDev 6 дней назад

      Thank you. Yes we all have so many ideas that will probably be implemented as this game continues to grow. I love the thought about space the more higher you go up.

    • @plebisMaximus
      @plebisMaximus 3 дня назад

      If everything's implemented, maybe the game will be done by next century lol.

  • @chonkydog6262
    @chonkydog6262 6 дней назад

    384, not 320.

  • @chaostellar
    @chaostellar 6 дней назад

    ushort = 65,000 for indexing || short = -32000 32000

    • @chaostellar
      @chaostellar 6 дней назад

      something I just discovered xdd

    • @PhilipModDev
      @PhilipModDev 6 дней назад

      Very cool. You can use like half for negative values, or whole for positive values. Numbers are awesome. 😎

  • @noblearmy567
    @noblearmy567 6 дней назад

    Loving these Dev logs, maybe you could try adding biomes next

  • @sechmascm
    @sechmascm 7 дней назад

    I'm glad that I waited to catch up to make some suggestions. As I understand it, you basically have a 3D chunk structure, meaning they're different to Minecraft's implementation. Also meaning, you have an easier time applying vertical biomes. And it's also the case that you don't actually need different dimensions, except for those like the End which are a completely different plane of existance. But for a "nether/aether" type dimensions, you can just travel to them physically. Of course, portals are useful for fast travel, but regardless. So, my suggestion was: 3D biomes. Something that Minecraft has to hack in with if lower than y height do this. Also, the way you're handling depth, by ramping up the difficulty the lower you go, actually goes better with a tool progression system than what the big M had for years.

    • @sechmascm
      @sechmascm 7 дней назад

      I forgot. Maybe take inspiration from One Piece's sky islands which would make a bit more sense than floating rock.

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      Yes, the vertical chunk stacking opens up a whole new possiblity for terrain generation and interconnected biomes and dimensions. I like how portals are just an easier way for fast travel, but giving the player to choose to explore on foot to get to the new lands. Makes the dimensions feel natural to the world. I like that. Also, for any detail suggestions that we implement, l will probably add credit for the people who suggested them. Thank you so much.

  • @etgasaglam
    @etgasaglam 7 дней назад

    the clone is improved day by day, you are great. Alongside the clone, could you be thinking of making a tutorial about Minecraft modding or, at least, an explanation about how mods work like what behind schedule is?

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      In the future I probably will. As I plan on expanding the team. I will have more time to make some tutorials. Minecraft modding is very awesome, and a gateway to game development.

  • @centarian2559
    @centarian2559 7 дней назад

    Things I think should be added: Saving server IP's so it's easier to connect to things frequently A controllable character rather than just a ghost The ability to build with other materials Trees (I think it would be cool if you found a tree building algorithm rather than using premade assets) Explosives Creatures Other stuff if you feel like it IDK.

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      I really like these ideas. I plan on implementing them very soon. Thank you. Also I will try to have this game as customizable as possible. I really appreciate. I'll probably mention people who suggested certain ideas. If you like.

  • @black_crest
    @black_crest 7 дней назад

    This is amazing. Also do you use vim? I'm trying to get used to it but man it's so difficult

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      no, I don't use vim even though it's really good. Instead I use Scene2d UI for LibGDX.

    • @black_crest
      @black_crest 6 дней назад

      @PhilipModDev I see! The feel of that is exactly similar to vim. I'll try that for some of my java projects.

  • @theblckbird
    @theblckbird 7 дней назад

    Actually, Minecraft also has cubic chunks (16x16x16), but forbidden reason you can’t stack them infinitely

  • @TheCapybaraCraft
    @TheCapybaraCraft 7 дней назад

    ok i would love to play this!

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      Thank you, I have lots of plans for this game. Early alpha release soon. I'm glad you're enjoying this. 😁

  • @arcadesmasher
    @arcadesmasher 7 дней назад

    you should totally keep the caves infinite! i think it would be cool to see a ton of things mojang could've done but didn't added to this project. also, i think having big open caves would be cool. maybe don't make them to common, but i think it's boring to have small spaghetti caves everywhere.

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      Ok I'll consider. Maybe having caves be less common but in that bigger caves. Thank you for the suggestion.

  • @Xizilqou
    @Xizilqou 7 дней назад

    could be cool if you added some sort of redstone (but creatively different) system that makes it possible for people to make flying machines to reach sky islands or anything else you might want to generate up there more easily

    • @PhilipModDev
      @PhilipModDev 7 дней назад

      Oh yes that would be awesome. I do plan on adding some type of machinery into the game. Similar with Redstone but something way better that enable you to create much more machines.

  • @RoboSkyrat
    @RoboSkyrat 7 дней назад

    0:38 - technically, Minecraft chunks are 16x16x16 they just have an overall y-height of 320 by default. You can change that by changing some world config but there is still a limit you can't just remove it.

  • @theblockengineers5525
    @theblockengineers5525 8 дней назад

    "Hello! I'm impressed with your implementation of infinite world height - it's an amazing feature. This opens up interesting possibilities for vertical dimension placement. For instance, you could create a Nether-like dimension deep underground instead of having it as a separate dimension. This approach would integrate different realms seamlessly within the same vertical space, similar to how you implemented the Sky Islands."

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Thank you I'm glad you are enjoying. Yes I have been plans for the dimensions making them natural, and other content. Especially what you said about the new opportunity for layered places deep under ground. I like your idea. 😁

    • @Xizilqou
      @Xizilqou 7 дней назад

      @@PhilipModDev Personally, for a variety of reasons, I think it's better to implement actual dimensions as separate spaces instead of grouping them inside the same area, but to each their own. (Reasons I was able to come up with: 1. The potential for neat interactions with how a dimension translates to other dimensions, like the 8x nether squish in minecraft. 2. The fact that having dimensions be separate spaces is less hacky and more expandable than faking it by putting them in the same one: Imagine, with a same-space dimension system, updating a world from an older version or installing a mod that adds a new dimension. If you had loaded in anything or built anything in the zone that the dimension would be set to occupy, then the game would either have to overwrite the player's build or somehow not generate the dimension in those areas, both of which would be undesirable. 3. The fact that dimensions being in separate spaces gives you more freedom with how they work; you wouldn't be able to do anything fun like that minecraft pocket dimension mod or that minecraft april fools update with all the neat dimensions if dimensions had to be confined to the same physical space.) The idea to vary how generation in the same world works depending on altitude is a very good idea though, and I think that could result in some fun things. For instance, imagine having far lands-like crazy areas when you manage to reach really far up or down. Whatever you try to do, good luck.

    • @centarian2559
      @centarian2559 7 дней назад

      Why is this in quotes?

    • @goat_of_the_net
      @goat_of_the_net 7 дней назад

      @@centarian2559 coz it was written with chatgpt

    • @miniboulanger0079
      @miniboulanger0079 13 часов назад

      @@centarian2559 cuz ChatGPT wrote it

  • @mrneko2506
    @mrneko2506 8 дней назад

    You have some problems with infinite height gen The items that you thrown down will not be deleted

    • @sechmascm
      @sechmascm 7 дней назад

      The timer still applies. Which could also be triggered after one minute of uninterrupted air time. Although, it's an opportunity to make the world more persistent. Stop rendering them and only simulate their trajectory so that if you go down to it, you'll find it laying there. Although I think it might be too much wishful thinking

  • @anneonyme4618
    @anneonyme4618 8 дней назад

    I really like the concept ! But Idk if this is planned but maybe later and I said maybe, you should add some vine going toward the ground at the down side of the floating island that would look great. Also (I'm never stopping x)) maybe you should smooth up a little bit the movement at the moment they feel like they are a little bit to rough. I'm loving to see this series from time to time so... Continue like that ^^

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Yes, exactly, the islands need little bit more fancy features added to them. Vines and shaped rocks would be cool. Giving character to the formation. I like that idea, thank you. Yes, I plan on continuing this series. Making it into a new game that all can play.

    • @anneonyme4618
      @anneonyme4618 8 дней назад

      @@PhilipModDev Niiiice so happy to hear that ^^

  • @pem1200
    @pem1200 8 дней назад

    do you have source code download to the public?

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Not yet, but I will. Once the game hits early alpha version I plan on publishing it. Right now we're making progress towards that goal.

  • @MrMorgan316
    @MrMorgan316 8 дней назад

    This is awesome

  • @louiscoolguy
    @louiscoolguy 8 дней назад

    jdh but he actually posts

  • @underrated3143
    @underrated3143 8 дней назад

    Terraria where if you go high enough, you enter low gravity into space.

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Oh cool, actually did not know that. That is pretty cool.

    • @DxBlack
      @DxBlack 7 дней назад

      @@PhilipModDev It's recent.

    • @Sampledcape5333
      @Sampledcape5333 6 дней назад

      ​@@DxBlack is it??? Because I remember years ago that space had that effect in Terraria

    • @luckylmj
      @luckylmj 3 дня назад

      @@DxBlack No it's not.... it's existed since 1.1 at least

    • @mgord9518
      @mgord9518 3 дня назад

      @@DxBlack Recent as in within the last decade?

  • @darkstorm1432
    @darkstorm1432 8 дней назад

    that's so great ! I love this :)

  • @1nilusnilus
    @1nilusnilus 8 дней назад

    Awesome stuff! definitely subscribes! btw there is a typo on your website on the homepage just letting you know

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Ok, I'll fix that. Thank you.

  • @ycemilk
    @ycemilk 8 дней назад

    What a great content and project! Love it!

  • @Fantasy9967
    @Fantasy9967 8 дней назад

    ❤️

  • @TrollVR.
    @TrollVR. 8 дней назад

    this looks sick but the main menu needs a little bit more work on, here's some ideas: i think it would be cool if the background was a 2d noise background that slowly moves to the left/right. (also you should make it bigger and add stone to it) the buttons look okay but when you hover over it, the size of the button changes and it looks kind of weird. the font is fine but its not really original, you probably didn't have time to find a good font so i understand when you used this font. ok thats all my ideas but those are just suggestions so you dont have to add it! its your game not mine so do whatever you want with this comment. to be honest i cant wait to play this game!

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Yes, thank you for the information about the UI. I will take heed and apply those changes. They were programmed at the last minute before I uploaded the video. So probably needs a rework, and I'm glad you pointed out.

  • @guilhermerafaelzimermann4196
    @guilhermerafaelzimermann4196 8 дней назад

    I can't wait for at some point down the line when this becomes a proper alpha release for people to try playtesting and push it to the limits

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      For real, break the game and tell the developer to fix. Lol, yup that's for sure. Can't wait too. 😁

  • @nono-pc3vy
    @nono-pc3vy 8 дней назад

    I don't think it's too great for the caves to be completely infinite, but there should be enough height for things you intend to do. If the height of caves were to stay infinite, a player might not be able to empty a portion of the world.

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      You make a very good point. Is why during world creation the player will have the configuration of modeling their world far beyond what Minecraft or any other voxel game can do. Hence, the properties of size is up to you.

  • @Fysianian_Dude
    @Fysianian_Dude 8 дней назад

    Also, since there is no build limit.. What if you added Space to your Minecraft Clone?

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      That's a very good idea. And would be awesome. Imagine that you have to force machinery to build rockets.

    • @Fysianian_Dude
      @Fysianian_Dude 8 дней назад

      :)

    • @Fysianian_Dude
      @Fysianian_Dude 8 дней назад

      I recently discovered your series, and have been watching it ever since. Keep it up man :D

  • @MrJGamer
    @MrJGamer 8 дней назад

    I would say, depending on how large you want to make this into: Caves going deep, deep underground, to a point where it practically feels infinite. At some point the blocks will be hotter as you get deeper and closer to the mantle, and eventually turn into magma blocks, impossible to mine without some super heat-resistant tools and suits. That would likely be thousands of blocks deep. Another thing, the deeper you go, the harder the stone becomes. Near the surface you're likely to see sandstone, limestone etc., but going deeper you get to harder rocks like granite and basalt. Further down (just chucking names of some rocks found deep down) e.g. granulite in lower crust and peridotite near the mantle (google is my friend, but you get the idea). For curiosity, how vast are you planning on making this voxel game into? (I just found this channel, so haven't really watched anything else yet)

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Exactly, that's what I plan to do with the layers of the earth. I also like the rock density you put there. So the aim for this game is important: survival is first but the theme I will reveal later as I continue through development. Here's a key, ruins of a lost world. I plan on publishing it, and building a game studio.

  • @PhilipModDev
    @PhilipModDev 9 дней назад

    We now have infinite build height in the game. Everyone can build whatever they want. Next video we'll talk about lighting and optimization. Enjoy. 😁

    • @aSameplayer
      @aSameplayer 5 дней назад

      I did that by using raycasting and a small texture in the gbuffer that I then added while rendering. basically a low res voxel raycaster using DDA for the rays running on the GPU using a compute shader.

    • @nidhu595
      @nidhu595 3 дня назад

      in the optimisations will you make the terrain gen faster? it's a little slow...

    • @PhilipModDev
      @PhilipModDev 3 дня назад

      @@nidhu595 yes I probably will at the moment. But right now I'm loading chunks from a server which is actually doing very good for keeping up. On local host the chunks loading in very fast. But you're right probably these chunks from the server need to be optimized. Want it to be faster than Minecraft, lol. Blazing fast

  • @P.Manoel
    @P.Manoel 9 дней назад

    I love the gloomy aesthetic, hope it carries on to the final build!

    • @PhilipModDev
      @PhilipModDev 8 дней назад

      Thank you, I'm glad you're enjoying. I hope so too.