Minecarft - Kevin Wang and Shan Shi HOW TO RUN: Run `Minecarft' script in Minecarft/dist/. Things that are in the project: Landscape generation: -Perlin noise for the bottom layer (stone) -same procedure for dirt (leave no spaces between dirt and stone) -add water to all empty blocks below a certain sea level -do a simulation for erosion across the entire map for caves and overhangs -add lava to all empty blocks from bedrock level to 3 levels above the lowest empty block -randomly plant tree seeds on dirt blocks, if there is sunlight on that block, grow the tree, otherwise delete the seed Storage of data: -3D array of Blocks on memory Front end: -handled with libraries from LWJGL 2.8.2 Lighting: -16 levels of lighting (brightest to no light), nearby light levels will influence the local light level -light source blocks (torches) - light spreads out in a sphere, decays with distance -light source blocks (top of the world) - light shoots down like a wide laser beam, doesn't decay Things we might add: Character physics: -legit physics in addition to noclip Audio: -OpenAL Enemies: -an AI (possibly an implementation of A*) to chase the player if the player is within range -attack by touching the player (this also means we will have to implement health, weapons, and armor) ------------------------------------------------------------------------------------------------------- Classes in the project Block Terrain generation Launcher Lighting Player/Camera-control World ------------------------------------------------------------------------------------------------------- The project is already done. We will try to use the lab days to make small improvements