oh its for real this time edit: oh yeah absolutely release this to the public, even if the gameplay is lackluster, just being able to play a very simple 2D recreation of MINECRAFT is crazy
@@-JBYT- These are not mistakes. For the leaves and logs, I made them bigger because I needed to reduce their object count, otherwise they would have been really laggy. For the grass and ore texture, I used older versions because I find them more nostalgic
Woah!!!! This is cool! How did you do the generation of different block types? I've been trying to figure out a way for that but couldn't lol. How does this generate terrain? Does it carve blocks (a set canvas of blocks that are modified by lines that "carve" and give block data like solid or air states, block type, etc.) or does it shape blocks (by teleporting said blocks to specific locations)? Or do you have a different way of generation? Also, how are terrain and caves generated? Do you use sines? Is there some sort of noise generator that you used for this? And how does the terrain generate from given coordinate values? From what I'm seeing, that's a lot of math How does it break blocks? Can it place blocks? Does it remember interacted blocks? If you break a block and go to another chunk, does it still exist when you reenter the chunk? Does it go infinitely? And is it possible to make the camera move with the player? Can the player render more than one chunk? I'm actually shocked and impressed. I have attempted to make minecraft in gd for so many times now but I was always one or two too short to complete it. This however, is beautiful! Grass, stone, dirt, trees, it's almost complete :0 This is good bro!
@@MrBrineplays_ Thanks for the enthusiasm! I really appreciate it when people get interested in the more technical side of things. The terrain gets generated using a perlin noise algorithm, which I had to make a modified version of this algorithm that fit with GD triggers. To make a long story short, a bunch of math calculations are done to calculate the noise value for each coordinate in the 16 x 16 grid. Then another algorithm checks if each noise value reaches a certain threshold. If it does, then an object is toggled in. The noise algorithm is very powerful and has a lot of versatility, which is how you see different block types (which are all different perlin noise maps layered on top of each other). It also allows for tinting, which is how you see the shadows. I made a scripting python which automates this whole process, because it would take years for someone to manually place these triggers by hand. As for breaking blocks, this is pretty simple. It's mostly just some collision triggers and collision blocks at play. The version in this video does not allow for building or chunk loading (remembering blocks) but these are possible to add, and these features will be showcased in a future video. (Note: because of GD limitations, there are a limited number of blocks you can break before you can't break anymore that get remembered). The level does go infinitely, well practically. Just like in regular Minecraft, farlands appear at around x/y = 9,999,999. But no person will ever manually go that far, so for all purposes it is infinite. I can't really make the camera seamless around the player, because the render times are a bit too slow. There's not really much I can do, this is a limitation with GD itself. Thank you for your kind words. I too have been trying to make Minecraft for several years, so it's really cool to see the dream come true. I will be adding more things such as crafting, building, mobs, so stay tuned
@@Superbreadking I see. I'm more impressed by the fact that you figured out the lighting and perlin noise. I was actually trying to make perlin noise in my design too but because I thought it was impossible (I mean, how do I even put the vector values and all that blah blah blah and add them, detect them, etc etc) and just gave up and used sine waves on my design lol. Yours is clearly better because the perlin noise allows for floating islands, which I found hard to do with just using sines. I'm really impressed how you combined the noises too to generate terrain, and I'm impressed how you got the blocks to generate in the correct layering. Grass, then dirt, then stone, then ores in stone. For the breaking, you're saying that it's limited right? Yeah it sucks that gd has no clone trigger to make infinite breaking/placing possible. On my design, I tried making just one breaker collision block and let some absurd computations save the coordinate data of where the block was modified. I couldn't find any so I just used a whole big pack of collision blocks to be teleported to whatever location I command them to go to. The break/placed blocks stay permanent, but are limited due to the design. I've been waiting for rob to announce that he's gonna add a clone trigger or something since he already added a somewhat similar "clone" trigger which is the spawn remapping. Also farlands in 9,999,999? Ngl I was expecting it to be an integer number but I'm guessing it generates there because of gd's number limit which basically just acts like the 32-bit integer. Render times too slow though? Can you make the whole generated world bigger to the point that its edges aren't visible to the player camera though? because you could generate the chunks surrounding the player while the player is in the main (visible) chunk, and when the player goes to the chunk on the right, the chunk simply moves, then the chunk next to the right chunk generates next. That way, chunks can already generate even before the player enters them, kinda like how minecraft generates chunks in a wide area and not in the chunk the player is currently in. Can't also believe minecraft in gd is finally getting the features it was missing in all other previous designs. I've seen multiple people try to recreate minecraft but it seems like object permanence (terrain not getting randomized again the second you re-enter a location, block interactions not saving) was a really tough obstacle. Last question now, sorry if I wrote too many lol. Can you add water?
@@MrBrineplays_ No need to worry about the questions, I enjoy reading them! Yeah so for perlin noise, I already had a pretty good intuitive understanding of it since I did a lot of personal experiments with it for several years, and GD 2.2 just seemed like the perfect opportunity to execute it. For vector values, I had to construct a permutation algorithm using a bunch of item edits and item compares of course. The vector positions are taken from a hash table, just like in the original Ken Perlin implementation. I believe early on I wanted to do something with real-time trig calculations, but it wasn't really a good use of resources. Yeah it would be cool to have a clone trigger, or any way where you could instantiate a new variable. I think the system that I'm developing is still pretty good though. While limited, you're still practically able to mine thousands of blocks, and it would take a dedicated effort for someone to reach the limit. I think and all is said and done, the player will be able to mine around 8,000 blocks before the chunk loader starts forgetting. I don't have the system completely done yet, but it's going to be done very soon and I'm very confident in it. Yeah the Farlands are at 9,999,999. They're not really that interesting though, I think far lands are much cooler in 3D. In 2D it looks like a barcode. As for your suggestions with the render times, as you increase the generated Perlin map size, the computation time required and the counters/groups/obj usage get increase to the magnitude of n^2. So 16 x 16 is probably the best balance we're going to get. Anything larger than that just gets super laggy. Beyond 32 x 32, the game starts to do some really weird stuff. It's unfortunate since I really wanted to add a seamless, centered camera, but I've done many tests now and it's just simply not possible with this current version. You'd have to wait for 2.3 to optimize things or create a more efficient algorithm than the Perlin noise implementation. It's probably possible, but I don't really have any ideas currently. I think the current algorithm is strong enough for my vision anyways. I'm open to anyone formulating a more efficient algorithm, although I think at that point it would have to be based on something other than perlin noise. Yeah, it's been really cool on my end to just see how close we can get to Minecraft in GD. I know for sure that 3D implementation is more than possible now. 2.2 is just very very powerful. There's so many people creating so many cool stuff, and I honestly don't even know how the game is going to look in a couple years, when people get everything figured out. I'm not sure if I'm going to add water haha. I think having to create all the physics for that would just be a bit of a headache, especially for something that doesn't really do much for the gameplay. There's a lot of limitations I'm working with right now, so I'm trying to make sure that features with the most functionality, and features most essential to Minecraft get in.
I have a question, the blocks that you break when you go to another chunk and return to where you broke the block, are they still broken or are they regenerated?
@@Macros_gd I managed to work around that limitation and got building/destroying/chunk loading to work. You can see the results in this video: czcams.com/video/tVWy0_Kw6vI/video.htmlsi=liGNENvqDOh6PreG
Sorry I completely underestimated the undertaking, it's probably going to be a while before I have it on the servers. Really hoping it gets released before September though
> Removed Herobrine
NOOO, DONT GIVE HIM IDEAS!!!!
Minecraft 1.22.1 Update Log
- Bug fixes
- Removed Herobrine
you should nerf the fall damage to start at 8+ blocks because jumping around would be painful af
@@sonicwaveinfinitymiddwelle8555 Yeah I will be doing this, good idea
Holy shit
Yo it's yahoomouse!
oh its for real this time
edit: oh yeah absolutely release this to the public, even if the gameplay is lackluster, just being able to play a very simple 2D recreation of MINECRAFT is crazy
@@Skyymon haha maybe, lot of people want me to release it, I wasn't expecting it to be honest. But first, it needs an LDM and some bugfixes
i made a randomly generated infinite ship tunnel, this person literally made minecraft. And I thought i was doing well lol
MAN THIS IS SICK! Also, will you add crafting, smelting etc? If yes, it would be pretty fun to play 😯
@@capthecapta1n yes
we got minecraft in gd before gta6
CAN PEOPLE STOP SAYING THIS!?
Hippity hoppity, your perlin noise engine is now my property.
You gotta let me know when this is done this is so cool!!
Mistakes:
Leaves are 2x bigger than normal
Grass is outdated
Logs are stretched for soem reason
@@-JBYT- These are not mistakes. For the leaves and logs, I made them bigger because I needed to reduce their object count, otherwise they would have been really laggy. For the grass and ore texture, I used older versions because I find them more nostalgic
@@Superbreadking bruh
@@-JBYT-fym "bruh" 😭😭
Blocks and shapes brotha
Blocks and shapes brotha
does it run Hypixel well?
Hahahaha someday
Woah!!!! This is cool! How did you do the generation of different block types? I've been trying to figure out a way for that but couldn't lol.
How does this generate terrain? Does it carve blocks (a set canvas of blocks that are modified by lines that "carve" and give block data like solid or air states, block type, etc.) or does it shape blocks (by teleporting said blocks to specific locations)? Or do you have a different way of generation? Also, how are terrain and caves generated? Do you use sines? Is there some sort of noise generator that you used for this? And how does the terrain generate from given coordinate values? From what I'm seeing, that's a lot of math
How does it break blocks? Can it place blocks?
Does it remember interacted blocks? If you break a block and go to another chunk, does it still exist when you reenter the chunk?
Does it go infinitely? And is it possible to make the camera move with the player? Can the player render more than one chunk?
I'm actually shocked and impressed. I have attempted to make minecraft in gd for so many times now but I was always one or two too short to complete it. This however, is beautiful! Grass, stone, dirt, trees, it's almost complete :0 This is good bro!
Sorry I think I asked too many qustions that shouldn't be answered because spoilers lol
@@MrBrineplays_ Thanks for the enthusiasm! I really appreciate it when people get interested in the more technical side of things. The terrain gets generated using a perlin noise algorithm, which I had to make a modified version of this algorithm that fit with GD triggers. To make a long story short, a bunch of math calculations are done to calculate the noise value for each coordinate in the 16 x 16 grid. Then another algorithm checks if each noise value reaches a certain threshold. If it does, then an object is toggled in.
The noise algorithm is very powerful and has a lot of versatility, which is how you see different block types (which are all different perlin noise maps layered on top of each other). It also allows for tinting, which is how you see the shadows. I made a scripting python which automates this whole process, because it would take years for someone to manually place these triggers by hand.
As for breaking blocks, this is pretty simple. It's mostly just some collision triggers and collision blocks at play. The version in this video does not allow for building or chunk loading (remembering blocks) but these are possible to add, and these features will be showcased in a future video. (Note: because of GD limitations, there are a limited number of blocks you can break before you can't break anymore that get remembered).
The level does go infinitely, well practically. Just like in regular Minecraft, farlands appear at around x/y = 9,999,999. But no person will ever manually go that far, so for all purposes it is infinite. I can't really make the camera seamless around the player, because the render times are a bit too slow. There's not really much I can do, this is a limitation with GD itself.
Thank you for your kind words. I too have been trying to make Minecraft for several years, so it's really cool to see the dream come true. I will be adding more things such as crafting, building, mobs, so stay tuned
@@Superbreadking I see. I'm more impressed by the fact that you figured out the lighting and perlin noise. I was actually trying to make perlin noise in my design too but because I thought it was impossible (I mean, how do I even put the vector values and all that blah blah blah and add them, detect them, etc etc) and just gave up and used sine waves on my design lol. Yours is clearly better because the perlin noise allows for floating islands, which I found hard to do with just using sines. I'm really impressed how you combined the noises too to generate terrain, and I'm impressed how you got the blocks to generate in the correct layering. Grass, then dirt, then stone, then ores in stone.
For the breaking, you're saying that it's limited right? Yeah it sucks that gd has no clone trigger to make infinite breaking/placing possible. On my design, I tried making just one breaker collision block and let some absurd computations save the coordinate data of where the block was modified. I couldn't find any so I just used a whole big pack of collision blocks to be teleported to whatever location I command them to go to. The break/placed blocks stay permanent, but are limited due to the design. I've been waiting for rob to announce that he's gonna add a clone trigger or something since he already added a somewhat similar "clone" trigger which is the spawn remapping.
Also farlands in 9,999,999? Ngl I was expecting it to be an integer number but I'm guessing it generates there because of gd's number limit which basically just acts like the 32-bit integer.
Render times too slow though? Can you make the whole generated world bigger to the point that its edges aren't visible to the player camera though? because you could generate the chunks surrounding the player while the player is in the main (visible) chunk, and when the player goes to the chunk on the right, the chunk simply moves, then the chunk next to the right chunk generates next. That way, chunks can already generate even before the player enters them, kinda like how minecraft generates chunks in a wide area and not in the chunk the player is currently in.
Can't also believe minecraft in gd is finally getting the features it was missing in all other previous designs. I've seen multiple people try to recreate minecraft but it seems like object permanence (terrain not getting randomized again the second you re-enter a location, block interactions not saving) was a really tough obstacle.
Last question now, sorry if I wrote too many lol. Can you add water?
@@MrBrineplays_ No need to worry about the questions, I enjoy reading them! Yeah so for perlin noise, I already had a pretty good intuitive understanding of it since I did a lot of personal experiments with it for several years, and GD 2.2 just seemed like the perfect opportunity to execute it. For vector values, I had to construct a permutation algorithm using a bunch of item edits and item compares of course. The vector positions are taken from a hash table, just like in the original Ken Perlin implementation. I believe early on I wanted to do something with real-time trig calculations, but it wasn't really a good use of resources.
Yeah it would be cool to have a clone trigger, or any way where you could instantiate a new variable. I think the system that I'm developing is still pretty good though. While limited, you're still practically able to mine thousands of blocks, and it would take a dedicated effort for someone to reach the limit. I think and all is said and done, the player will be able to mine around 8,000 blocks before the chunk loader starts forgetting. I don't have the system completely done yet, but it's going to be done very soon and I'm very confident in it.
Yeah the Farlands are at 9,999,999. They're not really that interesting though, I think far lands are much cooler in 3D. In 2D it looks like a barcode.
As for your suggestions with the render times, as you increase the generated Perlin map size, the computation time required and the counters/groups/obj usage get increase to the magnitude of n^2. So 16 x 16 is probably the best balance we're going to get. Anything larger than that just gets super laggy. Beyond 32 x 32, the game starts to do some really weird stuff. It's unfortunate since I really wanted to add a seamless, centered camera, but I've done many tests now and it's just simply not possible with this current version. You'd have to wait for 2.3 to optimize things or create a more efficient algorithm than the Perlin noise implementation. It's probably possible, but I don't really have any ideas currently. I think the current algorithm is strong enough for my vision anyways. I'm open to anyone formulating a more efficient algorithm, although I think at that point it would have to be based on something other than perlin noise.
Yeah, it's been really cool on my end to just see how close we can get to Minecraft in GD. I know for sure that 3D implementation is more than possible now. 2.2 is just very very powerful. There's so many people creating so many cool stuff, and I honestly don't even know how the game is going to look in a couple years, when people get everything figured out.
I'm not sure if I'm going to add water haha. I think having to create all the physics for that would just be a bit of a headache, especially for something that doesn't really do much for the gameplay. There's a lot of limitations I'm working with right now, so I'm trying to make sure that features with the most functionality, and features most essential to Minecraft get in.
I've never seen a level THAT mythic worthy🫡
Most likely laggy, which means it won’t get mythic unfortunately. We’ve seen it happen to 3Depth before
This man IS Geometry dash itself
patiently waiting for someone to create touhou level in geometry dash
haha I suck at touhou so not me
Woah, that's incredible :OOO
You are a genius :0. In my opinion you are a very underrated creator
*PAPER MINECRAFT*
add a hotbar, different block breaking times (depending on tools) and sounds, and better camera system
@@themolten8
Hotbar - It will be to the side
Different block breaking - If I have enough groups
Better camera system - no
Thats so impressive!
I have a question, the blocks that you break when you go to another chunk and return to where you broke the block, are they still broken or are they regenerated?
@@DelviZ221 rn regenerated but I'm working on making it not regenerable
@@Superbreadking creo que conseguí la solución a ese problema, breadking
I think I got the solution to that problem, breadking
@@DelviZ221 haha don't worry I already got it working, just adding some other stuff before the next preview
@@Superbreadking oh ok I'm glad you solved the problem, but could you see my solution, if you are interested
@@DelviZ221 sure thing
I love this Terraria remake
Haha yeah
If robtop add copy&paste trigger we will finally can make Minecraft in gd (also readdgroup trigger)
@@Macros_gd I managed to work around that limitation and got building/destroying/chunk loading to work. You can see the results in this video:
czcams.com/video/tVWy0_Kw6vI/video.htmlsi=liGNENvqDOh6PreG
@@Superbreadking also I'm benn working on gui too i think this can merge together
Hey man ur goated
Keep goinggggg
Bro this is so cool
random terrain gen omg
Hello Breadking 😀
Hmmmmmm
It will be much better within the next week, will be adding much more stuff 🙏
Geometry dash in Minecraft VS Minecraft in Geometry dash
What’s the name of this remix of Wet Hands?
Here's the newgrounds link for it
www.newgrounds.com/audio/listen/473734
@@Superbreadking Thanks!
So amazing!!!!!!!!!!!
Amplified++++++++++++++++++++++++++++++++++
OH MY GOD ELBOW DID IT
Very cool but he mines diamonds vithout pickaxe.
God mode unlocked
Bootiful
You are pretty epic
@@Breadward_MacGluten fellow bread 🫡
WHAAAT?!
Masterpiece
Legendary
bootiful
release please
Next week
@@Superbreadking ok
7 days wait?
what's the id? i must play
@@GeoMinecrafter4 currently not on the servers because I plan on adding more stuff
@@Superbreadking oh ok
Bro took 1damage from a 20block fall pls fix
@@trueByli lmao yeah it'll be fixed, although it won't be 1-1 to Minecraft since I feel like people will be falling a lot
@@Superbreadkingoh okay
ID
@@alexnegru2912 currently unreleased
@@Superbreadking ok
Id
Sorry I completely underestimated the undertaking, it's probably going to be a while before I have it on the servers. Really hoping it gets released before September though