The long-term goal of this project is to provide a viable alternative to Minecraft modding.
- Movement: WASD
- Inventory: E
- Creative window: H
- Chat: T
- Jump: Space
- Sprint: Ctrl
- Jetpack: X
- Exit: Escape
- Debug: F3
- Fullscreen: F11
- Wiki: Compiling on Windows using CMake and MinGW-w64
- Wiki: Compiling on Windows using CMake and Visual Studio 2019
- Dependencies:
- A compiler with C++17 support (GCC >= 7.0 or clang >= 5.0)
git
and CMake (>= 3.12.4)- Optional:
ninja
(much faster builds) - Check Homebrew for packages.
- Run
cmake -B build . && cmake --build build
; if you installedninja
above, add-GNinja
before-B
in the previous command. - Run the client with
./build/openminer
- If you want a multiplayer game, run the server with
./build/openminer_server
- Discord: join server
- IRC: irc.freenode.net
#openminer
This list is non exhaustive.
- Menus (title screen, world selection, settings, etc...)
- Basic worldgen (biomes, lakes, trees, flowers, pseudo-caves)
- Pseudo-infinite world in X/Y/Z axis (2^32 * 2^32 * 2^32 blocks) (#25)
- Smooth lighting + ambient occlusion
- Client/server architecture (#20)
- Chat with support for commands (for example
/tp
) (#57) - Lua modding API
- Block/item/recipe/biome/tree/sky/dimension/entity definition
- Custom GUI creation
- Blocks can have an inventory and update every server tick (workbench, furnace)
- Block metadata
- Player model display (without animation)
- Dimensions (like the Nether or the Ender in Minecraft) (#80)
- World loading/saving (see #26)
- Texture pack system (partially implemented, see #34)
- Entities (#90)
- Fluid propagation (#62)
- Day/night cycle with sun/moon display (#73)
- Seed-based worldgen (#116)
- Cave tunnels (#118)
- Clouds (#52)
- Particle system
- xMrVizzy (Faithful 32x texture pack, will completely replace Vanilla textures)
- ThePhD (sol2)
- skypjack (EnTT)