For the grass, to spread it out more I recommend using the perlin noise values as a chance for grass to spawn instead of it always spawning if it’s higher than some value. This should make smoother transitions for the edges of the grass patches.
@@CraizyMotion well perlin noise isnt hard at all to implement plus roblox already has it built-in, also did you not watch the video? he literally used perlin noise in it.
2:10 use a quadratic Bézier curve for it to be smooth Also for 5:25, the model item drop issue, use a cframevalue, then lerp based off math.sin(tick) towards up and down and multiply by CFrame.Angles() and again math.sin(tick) lerp, you can specific lerp goals yourself, then connect .Changed on the cframe value and pivot the model to the value Also you should have a matrix of blocks generated on the server virtually, separated by chunks. When a player gets within a certain distance, physically generate that chunk. Make sure that distance is a multiple of the size of a chunk (32?). Secondly, only generate (physically) the surface level. When mining, index adjacent cells from the matrix to generate.
No bezier curves are used for that, the correct way to do it is by creating a basic raycast physics constant simulation, you have to take gravity, initial velocity and ground material friction into account, this is how minecraft does it
@@RealVeggreminder: this is a Roblox game, not a Minecraft creation. Which is why the coding, scripts and so on have different physics and meanings considering they are two different games. Take that into account.
@@ZekeTubeOG What I said can be done in Roblox Studio thanks to CFrame and RayCasting, you just have to do a physical simulation by defining some variables and using basic physics operations, the same thing that is done with springs in First Person Shooter games on Roblox and by True, bezier should not be used for this because bezier defines a trajectory between points, but when we talk about moving bodies, bezier is not used, in fact it is counterproductive because it does not give the desired effect and is more expensive to process.
I was so excited for part 2! So happy to see that you didn't just quit or give up on the project, it's awesome! I'm making a drifting game myself and to be completely honest, I have like zero funds and need scripters, devs, gfx makers etc, so its difficult to make my dream project, but I'm very glad you're still making this!
What would be really good is item stacking (when you drop or when an item is on the ground, they stack together like in Minecraft and display a stacked version of the item) and the items looping their falling animation until they hit a block as they currently float. Another thing that I don't believe was added is that when you run, your hand bobs a little and the screen bobs too. Also when you are making multiplayer, add a tablist (in Minecraft you press the tab button while in multiplayer to show a list of players as well as a visual colour coded internet bar showing their ping. This also shows a little avatar of them) I don't know how this would be added considering roblox has their own tablist. Maybe it could be manipulated to look, act and position differently? Anyways, you're doing really well!
@@lol_oker Good thinking! Also I’ve been wondering how the grass could be made and I think that the darker patches of perlin noise could be used to indicate a higher density of grass while the lighter white part of perlin noise might be a rarer less dense patch of spread out grass
For the animation issue with the blocks dropping you can just use a bezier curve and for the 2nd point you can get the midpoint between the origin and end position then add an offset to the y. That should give the desired effect you want
Something Minecraft does is on each side of a block, it checks if another block is already there and it hides that texture to save resources. And as soon as there is no longer a block on that side the texture appears. I also think instead of having the grass generate in just patches, allow it to still randomly generate on each block while still allowing patches but with decreased density, like a chance of the grass in a patch just simply not being placed. Also, this is one of the best videos I've seen about making Minecraft in Roblox!
I agree, he can add an event system for when a block gets placed/destroyed that will point to the chunk where it happened, the position in that chunk, and then updating the blocks immediately around it. I think he should also generate all blocks in the initial world generation and not when the game is actively being played.
I will look into the performance savings of only rendering visible surface's decals. @KoloBear I will be adding the block mining/placement chunk updates next, however in order to make the world infinite, I have to generate each chunk as the player moves through the world.
@@twonix At 2:10 you could try bezier curve maybe, the starting point being the original blocks coords, midpoint being how high you want it to go, and landing point in a random direction
@@twonix The texture system is actually a good idea, with your current system there will still be some lag due to blocks having all sides of their textures being rendered. Only the sides that face air should have their textures rendered. I also agree with them on the grass part, the current grass patches don't look very good. A combined version of the old and the new system would be a pretty good idea. I don't know if you can make the world infinite, even Minecraft has a limit where you can go lol. Though chunk loading distance should be increased since with the current chunk distance you cannot make out a lot of things. I think this would be easy to do with the texture method I mentioned above.
@@twonix You can use a plane to construct blocks, which allows you to cull faces which the client doens't see. Ik another voxel game on roblox that does this and it runs pretty well
I remember trying to create this, but faced so many challenges with optimizing the terrain generation. I remember trying figure out how only render the visible planes of the cube instead of the whole cube, but the logic behind it became pretty difficult. Pretty impressed you made a lot of progress into this kind of game!
16:05 hey! you can actually generate random numbers with a seed! it's just a different function something like: local random = Random.new(seed) random:NextInteger(1, 50)
This should by no means be implemented within the coming videos, but you could make a system where you can paste a decal id to set the character skin to an actual Minecraft skin.
I was trying to recreate minecraft on roblox myself which was quite hard, got a few things working but not much. Seeing how well crafted this is is really demotivating cuz mine is much worse, but at the same time seeing how all of this is possible is really cool. Keep going at it man, your work is absolutely amazing!
For the trees, I think that instead of checking every single block for a tree, you check every 5 blocks or something, so the trees are naturally more spread apart! Hope this helps!
I think the spinning blocks are spinning a bit too fast, and they are also floating when u broke them (12:27). Anyway, your videos are really fun to watch! You earned a subscriber.
By the way you can preload all the important blocks like diamonds and other stuff and generate them beneath the map or you can make it so when a block is destroyed, the blocks that spawn around it has a chance of being a special block if your under a certain amount of height and if you mine a special block it has more chance of having the same special block spawn around it
for your up and down tween just use the reverse perimeter in your tweeninfo , it auto reverse it to where it started by tweening it back to the orignal CFrame , as im sure your making the tween go on forever optimally with -1 as the reverse count param (hopefully else thats gonna be buggy.) and for the flowers just open your output and add a few prints for when your system detects a flower broken to figure out where the code is breaking at
Pretty sure when you are tweening model you could make a primary part and weld everything to that part and made those part unanchored except the primary part. Then tween the primary part only and everything will be rotated/position with the primary part as long as ur tweening the "CFrame" of the primary part, do not tween position or orientation as that only effect the local part.
also for the loading thing, you can assemble the Chunk in like replicatedstorage or serverstorage and then parenting it to workspace (or it's folder if you have one) might be less laggy (i'm not rlly experienced in optimizing if you can't tell)
You need to create a custom mesh and add all the blocks to the mesh instead of spawning cube objects for performance. Without this eventually performance will be awful
It is a thing. I have literally made 3d models in blender and imported it into roblox. Importing meshes has literally been a feature for a long time. You can import fbx and obj files.
Suggestion Make the hit box a whole square that covers the whole body and make it possible to prevent collision on the block you're standing on so you wont be sliding of the block and makes walking on the edge of the block more easier.
i believe u can use a table such as {Position = value, Orientation = value} for the problem you're having on the flowers, also did you ever considered a union for the flowers or using the primarypart to make the model act like a part if you have other problems i would be glad to help
2nix: "i dont wanna be the guy that says i did some coding off camera and literally finishes the game" also 2nix : adds inventory system, mining, drop animations(also had the time to check for physics and tween), block holding, hitting
He didn’t make them either which is hilarious lol, there’s so many free assets on RUclips and Toolbox. All of them are missing the inventory stacking and dragging features and character view model broken, he’s passing this off as his own.
Amazing video! Though I do have some opinions on how to make it look better: Stacking blocks Scattering the grass more And the generation distance should be higher Also, I got a question, how does the chunk system work exactly? Does the server generate the chunk once and store the block data in that chunk and give the client the data so it builds the chunk, or it's just a different chunk every time?
All of your concerns shall be concerned by part 3. The server generates a seed once created, passing it to the client, and the client generates the terrain. By the next part hopefully, the client will be requesting chunk data from the server determining what blocks were placed / mined. So the server will only be responsible for verifying blocks and storing any player made changes.
I have noticed one thing that I you have in your game. That is that the textures (decals, which is what I assume you are using (although it could be textures)) are showing up on the covered up side of the block. In Minecraft, only the sides of the block that are not covered are rendered. I don't know how this could be made in Roblox, since I never really made Minecraft in Roblox, but I think you should give that a try. It would also remove the weird lines between the blocks. Flowers in Minecraft are also not random. From what I know, the type of flower is determined on where it is. If you bonemeal lots of flowers (make sure that no grass is there and ONLY flowers), then you will see a pattern. I don't quite know if this depends on the seed (so the pattern is different for each seed), or if the pattern is the same for every seed (kind of like how bedrock used to work).
as both a fix for the inventory and spinning of the flowers, instead of using two parts with decals on them use one, this would allow it to spin and would look much better in the inventory.
in roblox if you go to far, the character desintegrates and it gets pixelated (like the farlands in minecraft), so you should add a barrier or leave it like that
some tips: to make smooth curves on block drops use bezier curves to make models spin just tween the primary part and unanchor/weld the rest to the primarypart
Seeded random number generators would work better in favour of the perlin noise for the grass generation. That way, you can still have a chance of getting grass on a grass block AND still have that minecraft feel.
you can make grass generate the same way on the seed without perlin noise, just specify ur random object: Random.new(seed) then you can call newRandom:NextNumber(1,25) but its always the same in same order
I have an idea use AI to make the block textures you can also add a little fog so when the terrain infront of you is generationg you cant see it so it will look like it was already there
As for chunk loading try using Actors which let you do more than 1 action at once with less peformance loss. But it has tons of limitations and im not sure if you can clone or not with it. But it can be useful for generating chunk data.
The perlin noise for the trees could determine the chance of tree spawning every block (maybe it does this already?) so that you could have like “forests” (many trees) and valleys (not many trees)
OMG ANIX I MISS UR BLOXBURG VIDEOS SM! I'M SO HAPPY YOUR STILL POSTING! I LOVE UR VIDEOS EVEN IF THEY R NO BB RELATED! AHHH!, YOUR THE ONLY REASON I STARTED PLAYING BLOXBURG!
i have a suggestion. whenever you do make a mineblocks menu screen, with singleplayer, multiplayer and such. i think it would be a good idea when if you press multiplayer it will show all the servers in roblox and you can pick what server youd wanna go in. also you could make private servers but like it would look more like minecraft.. its not super neccesary because roblox already has that, but it would feel more like minecraft if you would add a menu screen with all those things.
idea; to help differ from minecraft, maybe add thirst bar when u add hunger, u can drink from fresh water with a chance to get some kind of effect [like a sickness] but if u drink from salt water u deft get sick, but u can purify water to make it drinkable without chance of effects
Be extremely careful with doing calculations on the client side-- if someone exploits, it would be extremely easy for them to falsify chunk data and do whatever they want with it. By allowing clients to determine the chunk loading, you are essentially reverting many benefits brought about by filtering enabled.
Block mining/placing will be verified by the server. First of all, the server will check whether the client's character model is near the block passed. When placing a block the server will check whether the block given is in a valid spot (touching a another block). I will probably add a break/place rate limit as well, preventing spam placement/breaking The client is only responsible for loading chunks. The server will create it's own model of the chunk when verifying.
the 1 problem is pretty normal, 1 and 0 also means true and false, thats why so many languages makes you choose the type of the variable instead of guessing
the falldamage system is pretty bugged, think about this: player starts climbing ladders, y= 40 player jumps off from ladders, y = 50 player lands, y= 40 player did not take any damage
Here is how Minecraft does this: When you break a block the chunk is stored. And make fake pre-generated chunks when breaking or placing a block and storing that action. at the location and new block (if there was no block maybe set it as nil and handle nil blocks as air.)
It currently is, but, I might have to lock the generation to a certain number of chunks so that players can stay in a small enough radius with each other to interact
That's what I'm currently doing, but for whatever reason, to get the welded parts to move, you must tween the hitbox's cframe instead of position nor orientation
alright, i think i found a working solution: try using 2 tweens, one for moving the hitbox up and down using cframe and another one for rotating the hitbox NOT using cframe
You did a little mining off camera
You did a little mining off camera
You did a little mining off camera
You did a little mining off camera
You did a little mining off camera
You did a little mining off camera
I'm obsessed with this series!! Can't wait for the next episode! Reminds me of the guy remaking simpsons hit & run
For the grass, to spread it out more I recommend using the perlin noise values as a chance for grass to spawn instead of it always spawning if it’s higher than some value. This should make smoother transitions for the edges of the grass patches.
It’s more difficult to implement things like perlin noise into roblox studio than things like unity and stuff.
@@CraizyMotion its pretty easy with the math.noise function
@@CraizyMotion well perlin noise isnt hard at all to implement plus roblox already has it built-in, also did you not watch the video? he literally used perlin noise in it.
2:10 use a quadratic Bézier curve for it to be smooth
Also for 5:25, the model item drop issue, use a cframevalue, then lerp based off math.sin(tick) towards up and down and multiply by CFrame.Angles() and again math.sin(tick) lerp, you can specific lerp goals yourself, then connect .Changed on the cframe value and pivot the model to the value
Also you should have a matrix of blocks generated on the server virtually, separated by chunks. When a player gets within a certain distance, physically generate that chunk. Make sure that distance is a multiple of the size of a chunk (32?). Secondly, only generate (physically) the surface level. When mining, index adjacent cells from the matrix to generate.
No bezier curves are used for that, the correct way to do it is by creating a basic raycast physics constant simulation, you have to take gravity, initial velocity and ground material friction into account, this is how minecraft does it
@@RealVeggreminder: this is a Roblox game, not a Minecraft creation. Which is why the coding, scripts and so on have different physics and meanings considering they are two different games. Take that into account.
@@ZekeTubeOG What I said can be done in Roblox Studio thanks to CFrame and RayCasting, you just have to do a physical simulation by defining some variables and using basic physics operations, the same thing that is done with springs in First Person Shooter games on Roblox and by True, bezier should not be used for this because bezier defines a trajectory between points, but when we talk about moving bodies, bezier is not used, in fact it is counterproductive because it does not give the desired effect and is more expensive to process.
🤓
I was so excited for part 2! So happy to see that you didn't just quit or give up on the project, it's awesome! I'm making a drifting game myself and to be completely honest, I have like zero funds and need scripters, devs, gfx makers etc, so its difficult to make my dream project, but I'm very glad you're still making this!
What would be really good is item stacking (when you drop or when an item is on the ground, they stack together like in Minecraft and display a stacked version of the item) and the items looping their falling animation until they hit a block as they currently float. Another thing that I don't believe was added is that when you run, your hand bobs a little and the screen bobs too. Also when you are making multiplayer, add a tablist (in Minecraft you press the tab button while in multiplayer to show a list of players as well as a visual colour coded internet bar showing their ping. This also shows a little avatar of them) I don't know how this would be added considering roblox has their own tablist. Maybe it could be manipulated to look, act and position differently? Anyways, you're doing really well!
My fix to the tab list would be to remove the built-in one and make the tab list yourself
@@lol_oker Good thinking! Also I’ve been wondering how the grass could be made and I think that the darker patches of perlin noise could be used to indicate a higher density of grass while the lighter white part of perlin noise might be a rarer less dense patch of spread out grass
he also needs to fix that the block textures are still loading on all side eventho you cant see all sides
we also need player list like, while you click tab, it will show player in multiplayer. but if singleplayer, it wont let you show player list
@@kevindonthaveid4389 i suppose its pretty easy to implement by checking for the amount of players in game
For the animation issue with the blocks dropping you can just use a bezier curve and for the 2nd point you can get the midpoint between the origin and end position then add an offset to the y. That should give the desired effect you want
he can just tween it 2 times just 1st time orientation is half way and the thing is up and 2nd it's down and still spinning
@@ObamaMan656 that would not feel natural and you'd be able to see it visually go up and then down. but yeah
@@MagicCats ehh ig there's always a way of doing it
When 2nix hasn't uploaded in a long time, and then uploads, you know it's gonna be a good one
Something Minecraft does is on each side of a block, it checks if another block is already there and it hides that texture to save resources. And as soon as there is no longer a block on that side the texture appears.
I also think instead of having the grass generate in just patches, allow it to still randomly generate on each block while still allowing patches but with decreased density, like a chance of the grass in a patch just simply not being placed.
Also, this is one of the best videos I've seen about making Minecraft in Roblox!
I agree, he can add an event system for when a block gets placed/destroyed that will point to the chunk where it happened, the position in that chunk, and then updating the blocks immediately around it. I think he should also generate all blocks in the initial world generation and not when the game is actively being played.
I will look into the performance savings of only rendering visible surface's decals. @KoloBear I will be adding the block mining/placement chunk updates next, however in order to make the world infinite, I have to generate each chunk as the player moves through the world.
@@twonix At 2:10 you could try bezier curve maybe, the starting point being the original blocks coords, midpoint being how high you want it to go, and landing point in a random direction
@@twonix The texture system is actually a good idea, with your current system there will still be some lag due to blocks having all sides of their textures being rendered. Only the sides that face air should have their textures rendered.
I also agree with them on the grass part, the current grass patches don't look very good. A combined version of the old and the new system would be a pretty good idea.
I don't know if you can make the world infinite, even Minecraft has a limit where you can go lol. Though chunk loading distance should be increased since with the current chunk distance you cannot make out a lot of things. I think this would be easy to do with the texture method I mentioned above.
@@twonix You can use a plane to construct blocks, which allows you to cull faces which the client doens't see. Ik another voxel game on roblox that does this and it runs pretty well
Your terrain generation looks so much more varied in height and better than what I got from a tutorial
Good job
I remember trying to create this, but faced so many challenges with optimizing the terrain generation. I remember trying figure out how only render the visible planes of the cube instead of the whole cube, but the logic behind it became pretty difficult. Pretty impressed you made a lot of progress into this kind of game!
16:05 hey! you can actually generate random numbers with a seed! it's just a different function
something like:
local random = Random.new(seed)
random:NextInteger(1, 50)
i was thinking this too
Thank you so much for this piece of info! That's a game changer
In 2:00 part - you can make it go curve by using bezier curves. Research about it, I'm pretty sure it's something that you need
I'm gonna be honest I didn't understand like any of the code talk but I stil thoroughly enjoyed this video
This should by no means be implemented within the coming videos, but you could make a system where you can paste a decal id to set the character skin to an actual Minecraft skin.
that would be really cool
Yes but not the minecraft skin
that would probably be kinda hard. you would have to make the player model a Minecraft character.
@@SophisticatedArc that would be so easy
@@jackithink0000 copyright wise
I was trying to recreate minecraft on roblox myself which was quite hard, got a few things working but not much. Seeing how well crafted this is is really demotivating cuz mine is much worse, but at the same time seeing how all of this is possible is really cool.
Keep going at it man, your work is absolutely amazing!
in order to spin the flowers, you could tween the primaryrootpart orientation so it spins the entire model.
Also welding all parts together
Awesome! I've been waiting for this part. :D
yoo finally ive been waiting for a while this is cool
For the trees, I think that instead of checking every single block for a tree, you check every 5 blocks or something, so the trees are naturally more spread apart! Hope this helps!
Interesting
Man your channel is still kinda new but i love this kind of content! Like just making games.
I think the spinning blocks are spinning a bit too fast, and they are also floating when u broke them (12:27). Anyway, your videos are really fun to watch! You earned a subscriber.
These dev vlogs are amazing dude keep it up!
Yoo this video is really fun. Keep going! :DD
By the way you can preload all the important blocks like diamonds and other stuff and generate them beneath the map or you can make it so when a block is destroyed, the blocks that spawn around it has a chance of being a special block if your under a certain amount of height and if you mine a special block it has more chance of having the same special block spawn around it
for your up and down tween just use the reverse perimeter in your tweeninfo , it auto reverse it to where it started by tweening it back to the orignal CFrame , as im sure your making the tween go on forever optimally with -1 as the reverse count param (hopefully else thats gonna be buggy.) and for the flowers just open your output and add a few prints for when your system detects a flower broken to figure out where the code is breaking at
this will be so much more better than the cash-grab minecraft clones on roblox
Pretty sure when you are tweening model you could make a primary part and weld everything to that part and made those part unanchored except the primary part. Then tween the primary part only and everything will be rotated/position with the primary part as long as ur tweening the "CFrame" of the primary part, do not tween position or orientation as that only effect the local part.
Bro wtf you deserve so much more subs and people appreciating your work like this is insane keep up the good work 👍
this project is AWESOME!!!!! cant wait to see more
also for the loading thing, you can assemble the Chunk in like replicatedstorage or serverstorage and then parenting it to workspace (or it's folder if you have one) might be less laggy
(i'm not rlly experienced in optimizing if you can't tell)
i literally just found your channel through the first part, this project is amazing.
Wow, good job!!!
First like
You need to create a custom mesh and add all the blocks to the mesh instead of spawning cube objects for performance. Without this eventually performance will be awful
Pretty sure that's not a thing in roblox studio
@@luafish oh, didnt realise as I've never really done anything in roblox.
@@luafish its possible
@@Speed-xb6vb the closest thing to this that roblox have is unions which will make the performance even worse
It is a thing. I have literally made 3d models in blender and imported it into roblox. Importing meshes has literally been a feature for a long time. You can import fbx and obj files.
Thisis amazing! I've subbed solely for an update and here it is!!
Suggestion
Make the hit box a whole square that covers the whole body and make it possible to prevent collision on the block you're standing on so you wont be sliding of the block and makes walking on the edge of the block more easier.
I like this idea
i believe u can use a table such as {Position = value, Orientation = value} for the problem you're having on the flowers, also did you ever considered a union for the flowers or using the primarypart to make the model act like a part
if you have other problems i would be glad to help
Epic video! i can't wait for the relase! you should add vr support
2nix: "i dont wanna be the guy that says i did some coding off camera and literally finishes the game"
also 2nix : adds inventory system, mining, drop animations(also had the time to check for physics and tween), block holding, hitting
He didn’t make them either which is hilarious lol, there’s so many free assets on RUclips and Toolbox. All of them are missing the inventory stacking and dragging features and character view model broken, he’s passing this off as his own.
You could make the grass and the flowers into meshes with textures, that would fix the lighting problem and also the CFrame problem
Amazing video! Though I do have some opinions on how to make it look better:
Stacking blocks
Scattering the grass more
And the generation distance should be higher
Also, I got a question, how does the chunk system work exactly? Does the server generate the chunk once and store the block data in that chunk and give the client the data so it builds the chunk, or it's just a different chunk every time?
All of your concerns shall be concerned by part 3.
The server generates a seed once created, passing it to the client, and the client generates the terrain. By the next part hopefully, the client will be requesting chunk data from the server determining what blocks were placed / mined.
So the server will only be responsible for verifying blocks and storing any player made changes.
@@twonix That's great! I think this will also be helpful in unloading and loading cases.
6:58 you can just do math.abs(hrp_position.y - last_y) instead of a clunky if-else statement
this is amazing! your very underrated
w video like always, lmk if u ever wanted a builder for a video (i think u might have said something on discord i forgot lmao)
I have noticed one thing that I you have in your game. That is that the textures (decals, which is what I assume you are using (although it could be textures)) are showing up on the covered up side of the block. In Minecraft, only the sides of the block that are not covered are rendered. I don't know how this could be made in Roblox, since I never really made Minecraft in Roblox, but I think you should give that a try. It would also remove the weird lines between the blocks. Flowers in Minecraft are also not random. From what I know, the type of flower is determined on where it is. If you bonemeal lots of flowers (make sure that no grass is there and ONLY flowers), then you will see a pattern. I don't quite know if this depends on the seed (so the pattern is different for each seed), or if the pattern is the same for every seed (kind of like how bedrock used to work).
as both a fix for the inventory and spinning of the flowers, instead of using two parts with decals on them use one, this would allow it to spin and would look much better in the inventory.
What about hitbox then
@@someguyigotbann7753 no clue, i was just throwing a simple idea to help it, i feel as though it wouldn't change much but id be unaware.
@@miwako1976 oh
Bro your so talented even chatgpt told me you cant make mc in roblox 😂😂😂
in roblox if you go to far, the character desintegrates and it gets pixelated (like the farlands in minecraft), so you should add a barrier or leave it like that
And add redstone
dude i've been waiting for so long! thanks for posting lol
yooo ive been waiting for this!
maybe interview some Minecraft player's to see how the game works btw
2nix has the actual Minecraft so he just uses that
W VIDEO MY GUY Keep up the grind and I promise you you will reach 100K in no time
New sub btw
oh also when you fall from a high hight it does the particle thing when u hit the ground
some tips:
to make smooth curves on block drops use bezier curves
to make models spin just tween the primary part and unanchor/weld the rest to the primarypart
Woah keep it up bro, your actually doing good so far
Seeded random number generators would work better in favour of the perlin noise for the grass generation. That way, you can still have a chance of getting grass on a grass block AND still have that minecraft feel.
you can make grass generate the same way on the seed without perlin noise,
just specify ur random object: Random.new(seed)
then you can call newRandom:NextNumber(1,25) but its always the same in same order
its not boring tho it makes the viewer to learn a bit from your videos and please don't called it boring i love your video keep it up
I have an idea use AI to make the block textures you can also add a little fog so when the terrain infront of you is generationg you cant see it so it will look like it was already there
hi Brandon i don’t know if you remember me but ty for FINALLY uploading
As for chunk loading try using Actors which let you do more than 1 action at once with less peformance loss. But it has tons of limitations and im not sure if you can clone or not with it. But it can be useful for generating chunk data.
i been satisfied until bro said about his keyboard sounds and for no reason it started to annoy me tho i didnt notice before he said
The perlin noise for the trees could determine the chance of tree spawning every block (maybe it does this already?) so that you could have like “forests” (many trees) and valleys (not many trees)
I just found out about your channel. I hope your game is going to be a success. Subscirbed
OMG ANIX I MISS UR BLOXBURG VIDEOS SM! I'M SO HAPPY YOUR STILL POSTING! I LOVE UR VIDEOS EVEN IF THEY R NO BB RELATED! AHHH!, YOUR THE ONLY REASON I STARTED PLAYING BLOXBURG!
Part two is finally out! Can’t wait
i have a suggestion. whenever you do make a mineblocks menu screen, with singleplayer, multiplayer and such. i think it would be a good idea when if you press multiplayer it will show all the servers in roblox and you can pick what server youd wanna go in. also you could make private servers but like it would look more like minecraft.. its not super neccesary because roblox already has that, but it would feel more like minecraft if you would add a menu screen with all those things.
2 months for this was totally worth it
part 2 yay
also add off-hand
I tried to make minecraft in roblox like 3 years ago and when i was working on terrain generation my computer crashed so many times lol
You did a but of ooff camera mining for a month
Part 2! I Have Been Waiting For So Long!
Blocks / blockz would be an ok name, and also maybe some bonus features that aren't in normal minecraft
EPIC, that was a lot of epic progress.
2:10 use bezier curves instead of tweening
very good idea
4:52 I noticed when the dirt block spins the top image will switch sides each cycle. A little bug
As for perlin noise, we have 3 maps, One for height and tempature (used by biomes) and i don't rememeber the last one.
idea; to help differ from minecraft, maybe add thirst bar when u add hunger, u can drink from fresh water with a chance to get some kind of effect [like a sickness] but if u drink from salt water u deft get sick, but u can purify water to make it drinkable without chance of effects
It will turn it into a survival game
I love how your explaining this in lua
Be extremely careful with doing calculations on the client side-- if someone exploits, it would be extremely easy for them to falsify chunk data and do whatever they want with it. By allowing clients to determine the chunk loading, you are essentially reverting many benefits brought about by filtering enabled.
Block mining/placing will be verified by the server. First of all, the server will check whether the client's character model is near the block passed. When placing a block the server will check whether the block given is in a valid spot (touching a another block). I will probably add a break/place rate limit as well, preventing spam placement/breaking
The client is only responsible for loading chunks. The server will create it's own model of the chunk when verifying.
@@twonix ohhh okay I misunderstood your methodology. That makes a lot of sense, can't wait to see more progress!
the 1 problem is pretty normal, 1 and 0 also means true and false, thats why so many languages makes you choose the type of the variable instead of guessing
the falldamage system is pretty bugged, think about this:
player starts climbing ladders, y= 40
player jumps off from ladders, y = 50
player lands, y= 40
player did not take any damage
this is kinda unrelated but
Random guy : finally, i've finished my roblox game after 5 years!
Massive roblox update :
yo Can you make an options menu because some players like me like to switch left click to place and right click to break and other stuff.
Here is how Minecraft does this: When you break a block the chunk is stored. And make fake pre-generated chunks when breaking or placing a block and storing that action. at the location and new block (if there was no block maybe set it as nil and handle nil blocks as air.)
Awesome work! I’m thinking about using perlin noise for an infinite backrooms game, thoughts?
An idea for the blocks movement up and down is a sin wave, idk In my mind using a sin wave instead of animation sounds better performance
wow you really continued the game, i thought it's abbadoned game already
Now this is cool
Btw I wonder if you can change the movement because it feels different to Minecraft itself
letss gooo i was waiting for this
a defining point
of minecraft is for the world to be open/infinate
It currently is, but, I might have to lock the generation to a certain number of chunks so that players can stay in a small enough radius with each other to interact
this really shows of how simple Minecraft was lol
"oh i did a little bit of scripting" finishes his game
you can fix the flower animation bug by adding a hitbox part and welding all the other parts to it, then tweening the hitbox instead of the model
That's what I'm currently doing, but for whatever reason, to get the welded parts to move, you must tween the hitbox's cframe instead of position nor orientation
alright, i think i found a working solution: try using 2 tweens, one for moving the hitbox up and down using cframe and another one for rotating the hitbox NOT using cframe
@@pafffelo Unfortunately, the CFrame tween would override the orientation tween
this just came to my mind but you could use align position and align orientation constraints
I'm excited when you add completely randomized caves, gon be painful to code.
Name idea : minecraft?
Best developer
this guy underrated as hell
ah i waited for this for month
ur movement is rlly nice