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Fall 2011 APCS project: Minecraft-style terrain generation and 3D graphics rendering using LWJGL.

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kevinwang/minecarft

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Minecarft - Kevin Wang and Shan Shi

HOW TO RUN: Run `Minecarft' script in Minecarft/dist/.

Things that are in the project:
Landscape generation:
-Perlin noise for the bottom layer (stone)
-same procedure for dirt (leave no spaces between dirt and stone)
-add water to all empty blocks below a certain sea level
-do a simulation for erosion across the entire map for caves and overhangs
-add lava to all empty blocks from bedrock level to 3 levels above the lowest empty block
-randomly plant tree seeds on dirt blocks, if there is sunlight on that block, grow the tree, otherwise delete the seed

Storage of data:
-3D array of Blocks on memory

Front end:
-handled with libraries from LWJGL 2.8.2

Lighting:
-16 levels of lighting (brightest to no light), nearby light levels will influence the local light level
-light source blocks (torches) - light spreads out in a sphere, decays with distance
-light source blocks (top of the world) - light shoots down like a wide laser beam, doesn't decay

Things we might add:
Character physics:
-legit physics in addition to noclip

Audio:
-OpenAL

Enemies:
-an AI (possibly an implementation of A*) to chase the player if the player is within range
-attack by touching the player (this also means we will have to implement health, weapons, and armor)

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Classes in the project
Block
Terrain generation
Launcher
Lighting
Player/Camera-control
World

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The project is already done. We will try to use the lab days to make small improvements

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Fall 2011 APCS project: Minecraft-style terrain generation and 3D graphics rendering using LWJGL.

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