I added Entities to my Minecraft Clone 🐽!

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In this video, I will add entities to my C++ Minecraft Clone!

#cpp #minecraft #opengl #gamedev #programming

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Music:

Evan King - Virtually Impossible
Minecraft soundtrack: C418 - Aria Math
Bring Me The Horizon - Can You Feel My Heart
Minecraft soundtrack: C418 - Minecraft
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0:01 the video in the middle seems to be made by a really cool dude. Also really interesting video

scasz
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coding an entire 3d multiplayer game in c++ without an engine requires insane skill

beepymemes
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hey that compile time thingy reminds me of someone who also likes to overcomplicate his life with compile time thingies ;^ )

nylvon
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this addition alone made your game the best minecraft clone for me, yes even better than minetest

ahmedkj
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6:07 The compiler actually just executes the function and stores the result as a variable, if you check disasembly you can see that there is no function call (if possible)

bartekburmistrz
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All that compile-time stuff will make compilation times longer.
It also means that you will be more restricted to programming the game in C++ rather than using a scripting language layer at a later point.
The memory management concern can be solved by using shared_ptr's, which are implemented in STD.

The compile-time solution will also make it more difficult to plug-in alternate implementations of an interface class for certain behaviors, because that will require multiple definitions of the "outer" class to support other types, or have the component classes be all-inclusive instead of using different types.
So for example, if you wanted to make one pig smarter than normal pigs, you could have a component for "AI" which provides all the abstract pathfinding logic. The smarter pig would have the "SmartPigAI" component which inherits from "PigAI".
If you store the 2 "PigAI" components as standalone instances with shared_ptr's on the "Pig" class, you can swap out the instances at runtime to get different behaviors, as compared to removing the original pig entirely and replacing it with a "SmartPig" class instance.

justaway_of_the_samurai
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i saw one of your previous videos and forgot to comment. i think the "undo system" for client side prediction and resolution of terrain updates is very clever
i do hope you handle "bulk updates" with it carefully though (IE chain reactions that occur, such as a redstone wire updating other wires around it, or a sugarcane breaking all the ones above it, ect)

coyo_t
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One correction: In minecraft the limb animation is done with sin waves, not triangle waves.

ravenmillieweikel
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"It took 1 entire week" dude :D. 1 week is nothing in software development, don't beat yourself up if something takes more time than expected. I had to invest a month in order to get close to a solution for a hard problem I had with a project.

Ddos
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Yo if you make a survival mode I have an idea:

Retexture the bugged pig model so that it's a rock golem. It lies dormant until you alert it (how is up to you), and it'll wake up and attack you, doing a massive amount of damage and only becoming dormant again if you die or get far away. It also has a chance to turn a nearby rock into a golem.

Chulama-qkfo
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Will you do proper pathfinding for zombies (A*) because thats what modern Minecraft does. Old versions just made zombies walk in the direction of the player.

curryleavesbydhanya
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Could you make a video on OOP vs DOD and how you usually write code regarding this?

Pedro-jjgp
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You are my idol. I want to build games like you.

Simple_OG
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gg to whoever found steam key before me

darkfllame
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Pathfinding is not that hard. I think you could somehow use A* or smth like that and somehow make it work 3D

knitnatsnokprogramming
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I found something better... and it is called compile time polymorphism
Lets go

ClassfiedD
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Can u pls teach us vulkan if possible. Pls plsplsplspls

swapansaha
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Hmmm nice game
Try to remake it in directx8/direct3d

Dreadnought-