The main goal of this project is for me to learn more about C++ and OpenGL and have fun at the same time. I have always been fascinated by Minecraft and how it works; focusing my project on rendering Minecraft worlds gives me something concrete to work towards and lets me worry about the rendering problems, not content creation.
I have a few goals in mind for this project, and some of them have already been met. I've been working on this on and off for a while now, but have just reached the point where I can post pretty (maybe?) screenshots. My main goals are:
1) Parse Minecraft world files and extract the world data.
2) Create a basic OpenGL 3.0 rendering framework that I can re-use.
3) Render any given Minecraft world and allow the user to fly around with a free camera.
The first goal is pretty much complete, although there are improvements I would still like to make. I currently have to hardcode which region files are loaded in and ultimately I would like the user to be able to select the world from a file chooser. The region parsing works well but is a little slow, and that is something else I would like to improve.
For the Minecraft file parsing, I forked a project I found on github called "cppNBT." It hadn't been updated in over a year and I updated it to work with the latest NBT file format. I also added support for parsing a NBT buffer instead of reading from a file and made some performance improvements.
The second goal I have is to bring my OpenGL knowledge up to date. Most of my prior OpenGL experience was with the fixed functionality pipeline, and I wanted to take some time and do it "The Right Way." I spent a couple weeks learning modern OpenGL techniques and implementing a basic framework for future projects. I am by no means an expert, but it is something I really enjoy learning about and this project gives me a great opportunity to do so.
The third goal is to render any Minecraft world in OpenGL and be able to fly around and look at everything. Its a pretty broad goal, and this is the part of the project I am focusing on at the moment. Currently, I am doing some very basic rendering of a Minecraft region - No shadows, textures, lighting, transparency, etc. So far, the only part I have working is the creation of the basic block geometry. The application is correctly parsing the chunk data and generating meshes. I have hardcoded about 20 different block types to different colors so I have something interesting to look at.
Just to give you an idea of my hardware, my development machine is an Intel i7 920 with a Radeon 4870. With one full region loaded (1024 chunks), I currently get around 120 frames per second. Its acceptable, but I know performance will degrade as I improve the image quality and am looking forward to doing some optimizations.
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For the future, my main goals are to keep improving the rendering quality and performance. Once the basics are working well, then I can move on to crazy stuff like realistic water, depth of field, motion blur, etc.
I've uploaded the first three screenshots I created after I got the basic region rendering working. In this entry I haven't gone too in depth since I wanted to just give a basic overview of where I was, but in the future I hope to get into the gritty details as I am implementing them.
If you made it this far, give yourself a pat on the back. Thanks for taking an interest, and I hope to have another journal entry soon!
Welcome to GDNet! Looking forward to some of those gritty details! :-)