48 lines
1.6 KiB
HTML
48 lines
1.6 KiB
HTML
<!DOCTYPE html>
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<html lang="en-US">
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<meta charset="utf-8">
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<title>Minecraft Clone - Projects - James T. Martin</title>
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<link rel="stylesheet" href="/assets/style.css">
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<link rel="icon" type="image/png" href="/assets/favicon.png">
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<header>
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<span class="site-title">
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<a href="/">James T. Martin</a>
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</span>
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<nav>
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<ul>
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<li><a href="/projects/">Projects</a>
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<li><a href="/resume/">Resume</a>
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<li><a href="/contact">Contact</a>
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</ul>
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</nav>
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</header>
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<main>
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<article id="minecraft-clone">
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<header>
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<h2>Minecraft Clone</h2>
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</header>
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<p>
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In 2014, while still in middle school,
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I wrote a Minecraft clone using the Unity game engine and C#.
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It featured:
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<ul>
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<li>a first-person interactive editable world (duh),
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<li>infinite procedural map generation using simplex noise,
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<li>and a custom TCP-based multiplayer protocol.
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</ul>
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<p>
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I wrote all of the code myself, from scratch, except for one thing: the mesh generation.
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For that, I began with a mesh generator and optimizer someone else wrote,
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and slowly replaced it with my own code as I learned how it worked.
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Ultimately, my code even produced better meshes
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because my algorithm understood the greater context of the game world better (like chunk boundaries).
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<p>
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This was one of my favorite projects. I was very proud of it as a middle schooler.
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Disappointingly, I lost the code when I deleted my old email address,
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which made me lose access to my private BitBucket repositories.
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</article>
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</main>
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