JIT
Minecraft-like 3D Sandbox Game
Create a 3d sandbox game like Minecraft.

Okay, let's start building a basic 3D sandbox game foundation using Three.js. This initial setup will include a scene, a camera, basic controls, and a simple ground plane with a cube.

Next, run npm install to get the dependencies, and then npm run dev to start the development server. You should see a basic 3D scene with a green ground plane and a brown cube. You can use your mouse to orbit around the scene.

Updated files
v1
Make it so that I don't have to install or run anything to play the game. Just code in all of the features and mechanics.

Okay, I understand. We can modify the project to use ES modules directly in the browser with Three.js loaded from a CDN. This eliminates the need for npm install and a build step.

Here's the updated setup:

Now, the index.html file can be opened directly in a browser that supports ES modules and importmap (most modern browsers do), and it will load Three.js from the CDN. You should see the same scene as before without any installation or build steps.

Updated files
v2
Make it so that the user is a player in the first person, like in Minecraft.

Okay, let's switch to a first-person perspective using PointerLockControls. This will lock the mouse cursor and allow looking around by moving the mouse, and we'll add basic WASD movement.

Now, when you open index.html:

  1. You'll see an overlay asking you to click.
  2. Clicking the screen will lock the mouse pointer and hide the overlay.
  3. You can look around by moving the mouse.
  4. Use the W, A, S, D keys to move forward, left, backward, and right, respectively.
  5. Press the Esc key to unlock the mouse pointer and show the overlay again.

The player is currently fixed at a height of 1 unit above the ground. We'll add more sophisticated world interaction later.

Updated files
v3
Add a jumping mechanic and add procedural generation. Finally, add a block breaking feature like in Minecraft, but make it so that it is like minecraft survival mode.

Okay, this involves several significant additions: gravity/jumping, procedural world generation, and block breaking. This will make the main.js file considerably more complex. We'll use a simple noise function for terrain generation and raycasting for interaction.

Key Changes:

  1. HTML (index.html):
    • Added simplex-noise to the importmap to load it from a CDN.
    • Added a div with id="crosshair" for aiming.
    • Updated instructions text.
  2. CSS (style.css):
    • Added styles for the #crosshair.
    • Made blocker/instructions use z-index.
  3. JavaScript (main.js):
    • Configuration: Added constants for world size, terrain generation, player physics, block types, and interaction reach.
    • Noise: Imported and initialized simplex-noise.
    • World Generation:
      • Created generateWorld function using the noise function to determine block heights.
      • Assigns different block colors (grass, dirt, stone) based on depth.
      • Stores created blocks in worldGroup (for scene management) and worldBlocks (for raycasting).
      • Added shadows (castShadow, receiveShadow) and a ground plane below the terrain for better shadow rendering.
    • Gravity and Jumping:
      • Added gravity, jumpHeight to playerConfig.
      • Applied gravity to velocity.y in handleMovement.
      • Added Spacebar listener in onKeyDown to apply jump velocity if canJump is true.
      • Implemented a basic downward raycast in handleMovement to detect if the player is on the ground (onGround) and set canJump.
      • Adjusts player position precisely to the ground surface when landing.
      • Added a simple "fall off world" respawn mechanism.
    • Block Breaking:
      • Added reach to playerConfig.
      • Added onMouseDown listener.
      • Created breakBlock function:
        • Uses raycaster.setFromCamera(pointer, camera) to shoot a ray from the center of the screen.
        • Checks intersections only with objects in the worldBlocks array.
        • If an intersection is found within playerConfig.reach:
          • Removes the block from worldGroup and worldBlocks.
          • Calls dispose() on the block's geometry and material to free memory.
    • Refactoring: Code is organized into functions like init, generateWorld, onKeyDown, breakBlock, handleMovement, animate.
    • Crosshair: The crosshair is shown/hidden when the pointer lock state changes.

Now you have a procedurally generated world, you can jump with Spacebar, gravity affects you, and you can break blocks by left-clicking while looking at them (within reach).

Updated files
v4
Improve the graphics and make sure the player does not spawn in the blocks.

Okay, let's enhance the graphics with basic procedural textures and ensure the player spawns safely above the terrain.

We'll create simple textures using DataTexture directly in the code to avoid needing external image files. We'll also add a HemisphereLight for softer ambient lighting and adjust the player's starting position based on the generated terrain height.

Changes Made:

  1. Textures (createProceduralTextures, createMaterials):
    • Added functions to generate simple noisy DataTexture instances for grass (top/side), dirt, and stone.
    • Created corresponding MeshStandardMaterial instances using these textures.
    • Grass blocks now use an array of materials for different faces.
    • Set texture filtering to NearestFilter for a pixelated look.
  2. World Generation (generateWorld):
    • Assigns the appropriate material (single or array) based on block type (grass, dirt, stone).
  3. Lighting:
    • Added a HemisphereLight for more natural ambient light (soft blue sky, brownish ground).
    • Adjusted DirectionalLight intensity and shadow parameters (softer shadows, tighter bounds, bias).
    • Adjusted fog range slightly.
  4. Safe Spawn (init, getTerrainHeight):
    • Created getTerrainHeight(x, z) function to calculate the expected ground height at given coordinates using the noise function.
    • In init, after generating the world, call getTerrainHeight(0, 0) to find the height at the center.
    • Set the initial position of the camera and controls.getObject() to be playerConfig.height units above this calculated terrain height.
  5. Movement (handleMovement):
    • Refined how velocity is added based on input and camera direction for smoother delta-time independent movement.
    • Slightly increased the ground check raycast distance buffer for robustness.
  6. Cleanup: Removed the old blockTypes color object. Adjusted material disposal in breakBlock (though ideally shared textures shouldn't be disposed).

You should now see blocks with basic textures instead of solid colors, slightly improved lighting and shadows, and the player will start at a safe height above the ground at the center of the world.*

Updated files
v5