Minecraft Sandbox
An adaptation of a favorite game, Minecraft, for my Computer Graphics final project. Features a procedurally generated 3D world with dynamic terrain, efficient chunk management, and responsive controls, all rendered in real-time with custom lighting and shading effects.
Technical Features
Procedural Terrain and Structure Generation:
Developed a dynamic terrain system using fractal noise to create varied landscapes, with randomized tree and water placements for realistic world-building.
Efficient Chunk Management:
Implemented a chunk-based system that dynamically loads and unloads terrain sections based on player position, optimizing memory usage and maintaining smooth performance.
Real-Time 3D Rendering with OpenGL:
Utilized shaders and framebuffer objects for efficient rendering, including Phong lighting for realistic shading and texture mapping for terrain differentiation (e.g., sand, water, grass).
Responsive Camera and Player Controls:
Created fluid camera movements with WASD control, mouse-based rotations, jump mechanics, and water movement for an engaging first-person experience.
Customizable Lighting System:
Designed a dynamic lighting setup with torch placements that illuminate the environment, providing customizable light positions and attenuations based on player interactions.
© Gavin Dhanda.