I Made Minecraft in Godot
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- Опубликовано: 15 сен 2024
- I made a voxel game like Minecraft in Godot! This is my 14 day devlog for my first ever 3D game project.
Instagram: / rachelftech
TikTok: / rachelftech
Music channel: / @rachelfguitar
Try it out here: rachelftech.it... (no promises as to performance :))
That's nothing. I made Godot in Minecraft
xDDDD
Now make Minecraft inside Minecraft's Godot
@@lucasfranke5161 And then make gedot in that minecraft
"What is the square root of 2?"
The square root of 2:
😂😂 good luck
This was such a fun project! Let me know if you'd like to see a part 2 :)
We want part 2 !
Absolutely! 😁
Yes - please! 😊
Yes, please make more. So many awesome new godot projects out there, love to see it
PART 2 PART 2 PART 2
I really appreciate the "I'm gonna do this learning project for two weeks" and sticking to it. Thanks for sharing this. :)
Was expecting this to be scuffed but No, it's all here. Chunking, Threads, Mesh generation. Amazing job there ❤
Dissappering into the mist at 26:52 made my day, 😂.
straight up horror gameplay
Seems like she unintentionally recreated Herobrine…
I'm both impressed and jealous that you went from learning Godot to making a Minecraft clone that doesn't run at 3fps in 5 months
It is very inspiring to see how quickly you manage to learn new concepts and then apply them to solve the problems at hand. And you manage to explain your steps and thought process very clearly too. Looking forward to seeing further progress on this project!
Thanks so much!
your happiness is really contagious lol, i was feeling a bit meh but you just sounded so excited while explaining everything and it put a big smile on my face, thank you :3
I'm so happy to hear that, thank you!
As 37yo who started learning Python only about two weeks ago, seeing how a 3D game is being created one day at a time is so exciting because of how attainable and understandable this seems! This is a great concept, I hope there is a part 2 soon, absolutely fantastic work
I feel like the journal presentation instead of documenting is making this feel way more approachable, and having the problems explained in the order you'd encounter it seems easier to remember. Excellent second monitor content.
always a treat to see your projects! are you interested in designing a full game of your own to eventually release? or are you planning to continue recreating other games to learn? regardless of what you choose, it's always fun to see you explore game dev and solve problems :)
Thank you! I'd like to do that sometime in the future, but for now I mainly plan on continuing to make a bunch of smaller projects/prototypes to keep learning different things quickly.
@@RachelfTech cool! love the videos
The bird is starting to gain some lore. It's going to need a name soon
Voxel worlds are difficult Q.Q
Challenge mode: create a system that causes a chunk to reconfigure itself to half resolution and no collision, once it falls outside the usual loading distance. This would allow more of the world to be visible at once with minimal performance impact. If you can do this, you'll have outpaced Minecraft, which requires the Distant Horizons mod to achieve this. I feel like this would be a lot more stable if it's implemented as a primary system, too.
Or do your own thing; I'm not gonna tell you what to do, lol. Happy coding!
Yeah that would be interesting to explore! Lots of different optimization options I haven't tried yet!
Also, your adventures in figuring out the multithreading crashes were super interesting! I have never seen my code break in so many ways than I did when adding multithreading lol.
Nice project! Really cool to see you come up with solutions as you learn stuff from scratch.
Just in case you hadn't found it yet, for any build in material in Godot, after you set it up to do what you want it to do, you can open the dropdown and select "Convert to ShaderMaterial". This is a wonderful way to learn more about how shaders are build in Godot and further customise/optimise the shader code.
Also the technique of using a full screen quad to do post effects is a bit of a hack because Godot didn't have an alternative. But behind the scenes this makes a copy of the screen texture and depth texture from which you end up reading. Since 4.2 Godot has a new system called compositor effects. A little more daunting to use but better suited to the task.
Godot 4.3 introduces an optimisation in the form of a Reverse-Z depth buffer, depending on your fog implementation you may need to make a small change.
I love this. Many youtubers that said they create minecraft in a game engine ended up just creating the terrain system and that's it. No trees, no animals, no crafting, wich is okay I guess, until you don't call it to minecraft. But you already made caves, and animals (at least one :D) and if I'm correct you want to develop a lot of other features to this project. So it's great and I'm really looking forward to the next video :)
Thanks! Yeah I have much more I plan on adding in the future, just had to stop for now because the video was getting too long 😅.
"Because I wouldn't have to worry too much about 3D modeling or complicated math" - and later she would regret that statement
Please, please, make a tutorial out of this. Can even be scattered tutorials of some chunks. The newbie godot community would love you for life
This is great! Love to see a part 2
Thanks so much, I'm a big fan of your videos!
Good stuff! The bird gives me the chills. No matter what you do, he is always close, watching you, judging you, waiting.
this is awesome lol i love this
and the bird returns!!
Thank you! 🐔🐔🐔
@@RachelfTech You could totally turn this into a bird-based game: nest blocks, tree generation where nests and birds naturally spawn, different bird types, eggs, etc. Like Slime Rancher, but with birds, and each bird type can have its own unique abilities or resources.
26:51 okay that truly is a horror game, the moment you catch it following you it does that and disappears.
I used to love programming.. I like these videos because I am so busy with my job that I no longer have the time for hobyist programming anymore. Watching this is like a weeks worth of me meandering through my code projects without actually doing it myself :]
A Part 2 would actually be interesting if you are to make it, mainly because I just love seeing the crazy ideas some people come up with when making their own Minecraft clones
It's fun just brainstorming ideas for it! Definitely planning on returning to this in the future :)
I have been waiting on someone to do a godot minecraft clone. This we well done, great job. I look forward to seeing what else you get into!
Damn you're so talented at figuring out your problems and looking for the answers on either docs or github issues. You're not afraid to learn something new no matter how intimidating it seems. Definitely motivates me to do the same😊
Also personally i like this format, how you compress all those 70+ hours of footage into an engaging 30 minute video. Even though i don't understand some of it (i'm also still new in Godot 3D), atleast i have an idea on how to start my next project. Thanks for this✨
Thanks so much, I really appreciate the kind words! Also happy to hear you like the format. I've been really enjoying making videos like this!
This was fascinating to watch. I loved seeing you work through each of the issues and optimizations. Subscribed and look forward to seeing more of your content!
this is an AWESOME video. i love love love just watching how people work through problems in godot. it simultaneously makes me feel less stupid AND gives me an idea of how to work around my own problems. thank you!
So glad to hear, thanks!
Fog via a blended screen quad is quite an expensive solution - the way it's done traditionally is by blending the vertex colour of the mesh with the fog colour based on distance from the camera
Very well done. I tried that once and it wasn't easy. Your version is better than mine. A small suggestion about optimization. Separate the mesh for each chunk so that you have a separate mesh for each face direction. Then you can skip rendering completely of all meshes facing away from you in the neighboring chunks which helps a lot. You only need to update which meshes are facing away from you when you cross a chunk boundary and only for some chunks, not all. Anyway, amazing job.
Great video! Loved how you explained all the problems you encountered!!
Terrific project! Very inspiring. Would love a part 2.
Very very cool. I've done work with voxels in the past and its not easy stuff sometimes, so neat to watch you go through the struggles. Challenge mode for next time: antialiasing and multiplayer! Subbed!
This looked like a rewarding project! Great Job!
That was amazing. And if you continue and build a complete game (and you seem pretty prepared for this) then you might sell it pretty well. Go for it!
This was a great watch! I loved this video! As someone who is very interested in godot game development and a massive fan of Minecraft, I enjoyed seeing the process of how games are made. Awesome video
Much appreciated!
Very underrated channel, I really enjoyed watching the process, and the story telling!
Me myself never really worked on 3d games yet. It was very useful to watch!
Thanks so much, glad to hear!
You are such an inspiration. I also enjoy your energy and how much fun you have. Keep up the good work!
Thanks so much!
This is really neat! Loved seeing your learning process
As someone who is slowly trying to get into developing their own game, this is pretty damn inspiring. Unfortunately, I have the intellectual capacity of melted tennis racket, but still, awesome stuff man!
I love your excitement for coding/development, it's contagious! 😄
This was entertaining and really informative, thank you!
This seemed so fun, that I now want to do a project like this
Yay a new Rachel video dropped. This project really looked pretty neat. loved the bird addition. hoping we get a part 3. :)
Thanks so much!
I really liked the bird from your desktop pet game in the Minecraft world! Great video and fantastic presentation.
Thank you!
Impressive. Also really like the humble attitude even though you are obviously a talented game developer. 😊
I'm obsessed with watching game development videos and projects and I have to say you have a really fantastic approach to the videos! You have just the right amount of explanations on features and bugs and processes that I'm able to actually understand the steps you've taken to add certain mechanics and features and fix bugs without it seeming overly easy or boring!! Keep it up!!
Thanks so much for the kind words, I'm really happy to hear the format is working well! :)
I have thought a lot about trying this but damn does it look hard, you are so productive, I can't believe you made this in just 2 weeks, good job :))
Thanks so much! I was pretty hyper focused these weeks 😄. It's a fun project to work on so I'd recommend it!
Guitarist + Developer = Rechelf 💙
Jeez, that's impressive. I write code all day and I cannot imagine trying to keep track of also making a cohesive video of it at the same time. Well done.
Loved watching this, gave me some ideas for my own Godot projects ! Would love to see you develop this project further :)
Happy to hear, thanks!
really interesting to see as your learned and solved problems and it shows your passion for this . Awesome stuff , thanks for sharing this project :)
Thank you! :)
Awesome how in depth you went! Most videos I saw stop at one chunk. This was a great watch. Also thanks for the Mac version of the game!
This was a really great video. The way you explained and broke down each part at a perfect level for me. A lot of videos like this feel the need to explain every algorithm and like of code, this is so much more practical and treats the audience like they actually know some things about game dev. Admittedly more niche, but perfect for me.
Glad to hear you enjoyed the format! I'm definitely planning to keep making similar videos, I find them really fun to make as well!
You are so smart! I could never figure this kind of stuff out 😮 and nice guitars!!!
Thank you! 🎸
As a dev myself, I can relate to your 'learning new things' phase. It's really refreshing to see the enjoyment after solving each challenge on the way to the final goal. Keep going, have fun, and I wish you many more followers! 😉
Thanks so much!
I've seen so many (good) videos where Minecraft gets recreated. This is the first time I've seen it being recreated in Godot. I love this so much lol
I am in awe of you as a new game dev 😂
great fun to watch video, great job!
My first thought was you're just gonna instance many cubes without optimizations. I'm glad you didn't and learned something new :)
I’ve been playing with voxel based worlds for many years and I must say you made incredible progress. Really enjoyed the video.
Thanks so much, I appreciate it!
wow this is amazing, nice job!
Great Video!! Learned a lot!
first shes better than me in guitar now in game development too? fr tho, ur so talented
Fun video! I'd love part 2 as well! :)
Thank you!
That's great. We'll done!
9:15 only in the game logic code, for the rendering we use 16x16x16 chunks (called RenderChunks)
Wow! Very impressive work. You're a lot smarter than me, that's for sure! 😂 I'd love to make a voxel based project someday, but for now I am not capable of even what you've done, much less the rest of the game. Great work!
I'm sure you can do it! Definitely lots to learn but it's a fun process! Thanks :)
I mean you had my respect when you decided to optimise the voxels into surfaces for your first 3d project.. 👏
Great video, I really like your style with the video
Wow so much work to get this going! Would love to see you continue and make an inventory/crafting system.
This was a really great video, I loved it! It was great to see your progress through the days. I really want to replicate your journey!
One thing that surprised me - why doesn't Godot automatically cull the faces of objects that aren't facing the screen? This seems like something a game engine should do for us!
the solutions you come up with blow my mind every time omg
Voxels my beloved 🥰 nice work!
You've overcomplicated stuff a bit with fog. Altering vertex color based on distance from player (and optionally based on how deep below horizon line vertex is to make caves appear covered with darker fog) would be sufficient. You did a great job!
I remember considering doing that but don't remember why I didn't 😅, will have to try when I work on this again! Thanks :)
Awesome job! Pretty amazing how quickly you were able to get everything put together!
Thank you!
Im not sure if you can import blockbench models into Godot but that might be another way of making 3D models for a Minecraft-like game
damm this is sick, i would like to see a part 2
look so good, i want to see it grow
The chicken reminds me of the Duolingo bird
Very cool! You definitely picked up some advanced skills! Glad you kept it up!
Thank you! Yeah I definitely feel I learned a lot!
I used to like messing around with that kind of stuff when i was using libgdx and java, so its really interesting to see how you did the various steps in godot
Holy hell I just clicked a random gamedev vid and the first thing I see is the famous guitar girl :D You were like my biggest inspiration when I was learning guitar lol
That's so cool to hear! I'm currently focusing on this channel, but will eventually make more guitar videos too! 🎸
@@RachelfTech This was an awesome video, so you do you because you clearly know what you are doing!
Definitly want to see a part 2 to this. Fun and interesting!
omg, that's a lot of effort! O_O
I just picked a classic Doom clone (first in jMonkeyEngine, then Unity when that didn't work well) as my first 3D game, so I could have something relatively easy with a third-party modern engine. Of course, I combined it with a roguelike and generator created for a Minecraft mod, which made it much harder than and forced me to learn to build procedural meshes as well.
Awesome video!
You could also try to implement the greedy mesh algortihm to combine the triangles on the flat surfaces to further improve performance.
Love the content!
Could definitely be interesting to explore further optimizations!
for 3d models you should use blockbench if they should look minecrafty
That was amazing, keep on going!
Notch would be proud.
You should look into blockbench for minecraft style 3d modeling
Wow video was very interesting and informative and it was such a cozy to watch 👏
So happy to hear, thank you!
I'm trying to make something similar but locked into the isometric perspective, would it be more performant to have sprites for each block or do the textured faces and face culling?
Thanks for any help, love your channel
woah im subscriber 8,000! this was such a fun project to watch!
Thank you!
holy shit well done
Thank you so much for solving the same issue I ran into with my own game that is similar to Minecraft. My day and night cycle was also doing this! Do you think I could share with you my project too? Mine is a little bit more intense than Minecraft when it comes to terrain gen though. Mine is more similar to lego worlds terrain gen.
I programmed something like a Minecraft clone in Godot myself. I would be very interested in cave and tunnel generation. There is not much information out there. I found an older game magazine post on this which states multiplying 3D noise along each axis. But it could look better ...
That would definitely be interesting to explore further!
It hurts to see so many nested for loops, but you gotta do what you gotta do I guess.
At 8:00 i think the easiest way was to make the texture be VRAM UNCOMPRESSED or disable mipmap generation in the import settings.
As a note, for pixel art textures mipmaps are not really required as the image is very small anyway.
Neat! Thanks for sharing :]