UnityCraft – Let’s make a Minecraft style game!

Updated on December 11, 2016 in  [R] Tutorials
Share on Facebook0Tweet about this on TwitterShare on Google+0Share on Reddit0
14 on April 10, 2016

Hello guys!

I just started a new tutorial series called UnityCraft.
It’s about making a Minecraft style game in Unity. 😀
The first two episodes are up and I hope to make many more.

Here’s a link to the first episode. I hope you like it!
If you have any suggestions, then I’m glad to hear them.


https://www.youtube.com/watch?v=vybpVl28gW0 

Thank you for reading!

Dion Dokter

  • Liked by
  • cgboy3d
  • Fabi
  • Pete
  • Kalaskryss
  • BeetleBird (Zoe)
  • +3
Reply
0 on April 10, 2016

Great videos Dion!

  • Liked by
Reply
Cancel
1 on April 10, 2016

Fancy! Great tutorials man!

I’ll surely be following this!

Guru
on April 10, 2016

Thanks!
Then I’ll have to do my best to make more 😉

Show more replies
  • Liked by
Reply
Cancel
0 on April 11, 2016

(read as marcus fenix from gears of war) plus one sub

  • Liked by
Reply
Cancel
0 on April 11, 2016

awesome

  • Liked by
Reply
Cancel
6 on April 12, 2016

I just saw your new upload and watched and skipped 😛 and saw you stuck because of tons of gameobject 🙁 & i just got a raw answer about how actually the minecraft game works ( Not sure , just theory , but can really work like charm with increasing to max framerate) .

Boom : I think minecraft creates only one object of 16 / 16 chunks . Else is all algorithm .

Hehhe all out of head , heres the explanation taking reference to unity .

We can create a mesh in unity by scripting . What mesh is actually vertices / triangles / uvs .
Now instead of creating / instantiating a new block of different/same types and combining them to create chunks , we can create a 16/16 size of big block/cube by some algorithum that will be a mesh cube which will have 3d grid ( nodes / subnodes ) (. These nodes will be assigned as a reference to cubes) . But in reality the whole thing will be as one mesh / gameobject . And then again by a some algorithm we can set the texture to uvs according the visible surface . i.e. the visible subnodes of a node(cube).
Now while playing , if want player wants to dig we can just simply update the position of the 4 visible subnodes of node(cube) and set new uv according to new visible subnodes of node.

Kinda confusing but , if you think as center as node / cube having subnodes on corners 

Wise
on April 12, 2016

i like turtles

Devoted
on April 12, 2016

xd . No turtles just algorithms 🙂

Guru
on April 12, 2016

You’re right, I read about it some time ago.
But I believe that I can solve it another way.
 
If I were to spawn only the blocks that are visible to the air, then that would save huge amounts of objects.
Yes, creating one mesh per chunk would probably be better, but it limits so many things.
Also, I use mesh generation in my personal project… Kinda sick of it 😉
But yeah, thank you for reminding me 😀

Devoted
on April 12, 2016

yea :O

Wise
on April 12, 2016

Do you like turtles Zoe?

Devoted
on April 12, 2016

which?

Show more replies
  • Liked by
Reply
Cancel
1 on December 11, 2016

Well done dion .

Guru
on December 11, 2016

Ehh, thanks!
Don’t know if I can agree with you though 😉

Show more replies
  • Liked by
Reply
Cancel