(although I'll probably end up having to make it not look like Minecraft while still having it built like Minecraft because nobody likes Minecraft anymore)Īs a side note, I can't seem to find that Package Manager that is supposedly located under Window I need it to download shader graph thingy.Ĭlick to expand.I just don't get it one thing, of which I am curious. The really good Minecraft clones actually make a decent amount of money. The problem is that the really good stuff is marketed and sold, while they only show you how to make really simple stuff that can't be sold anyways. I'll see if I can nose around in the code of the project belonging to the second link that you gave It's not a good money making opportunity because people make little money making tutorials and stuff. I found an infinite voxel terrain generator that someone made and posted in the same thread that you showed me, and it makes use of chunking together blocks of different types, but while they knew what they were doing when they wrote the code for it, the must-have not intended on anyone else knowing what they were doing because the code was extremely hard to read with almost no comments. Any way around I think atlases are depreciated in the newest version of Unity, not sure Yes, as you've said, it's very hard to take apart the code of others' especially if they never specifically intended on anyone doing so. What I mean by this is that a grass block has three textures: top, side, and bottom so how do I give it three different textures when the entire chunk that it is in only has one MeshRenderer? And what about all the other blocks like stone, and sand, and obsidian and ores among other things that can be in that chunk? This would work fine if the entire chunk was only composed of dirt or only stone or something, but gets way more complicated when I could have several hundred different blocks needing several hundred different textures in a single chunk. I'm trying to accomplish the same in Unity, but it seems that I'm at a halt, as the individuality for each physical representation of a block is lost when it gets meshed together with a bunch of other blocks. So from what I understand, Minecraft takes a 16x16x256 area of blocks and then mashes it all together into one object that uses far fewer resources than thousands of individual blocks would. "We knew what we wanted to create," the team says, "but the execution was not planned at all." Minecraft wasn't made to be built upside-down, after all, and the team had a lot of difficulty trying to make the architecture look like it was on the ceiling.Sorry in advance if this is in the completely wrong place. It's not easy to build a maze, though, especially when your goal is a maze so hard that it was literally built by the God of Chaos as a trap. Unluckily for players, the maze is also full of lava. Luckily for players, the maze is abandoned, so climbable vines are everywhere. Because the maze is so huge, and because it's all white, it's easy to get disoriented - and that's the point! Like MC Escher's drawings, there are upside-down staircases, confusing geometry, and almost-impossible shapes everywhere. As a result, the maze is not just a maze, but has many puzzles, parkour challenges, and traps along the way that you have to solve if you ever want to escape. This maze, built almost entirely in dazzling white quartz, is the realm of Takh'manh, and he would prefer it if you didn't leave. He created this maze to "make fun of humans", you see, much like farmers create hedge mazes to trick people into paying them money to get lost for fun. One of those deities is called "Takh'manh", the God of Chaos, and it's Takh'manh who presides over The Relativity. The Relativity is their latest build in what they call the "Perico Cinematic Universe": a world entirely of their creation, which has its own continents, history, and deities. Instead of corn, though, they used Minecraft blocks to create "The Relativity", a work inspired by the art of MC Escher (you know, the guy who draws all those impossible shapes). Nueva Escosia Warriors are a team of Minecraft builders who banded together to create something spectacular for a maze-building competition, and, just like real mazes, they wanted it to be baffling, complex, and incomprehensible. But that was part of the excitement: entering this labyrinth of hedges, or corn, or sometimes just large obstacles that you couldn't quite see over, and knowing that you might not see your parents again for some time, and you might have to eat your little brother to survive. A long time ago, before phones were a thing, it was easy to get lost in mazes.
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