Create a Minecraft style game in Three.js

Create a Minecraft-like 3D game using Three.js, but with a unique name and style. The game should include the following features:

Voxel-based world generation – Generate a large, infinite, procedurally generated world made up of blocks. Each block should have different types, like grass, dirt, stone, water, and trees. Ensure the blocks have textures and can be stacked to form structures.

Player movement and controls – Implement FPS-style movement with WASD for movement, spacebar to jump, and mouse for looking around. Add the ability for the player to move freely in all directions (X, Y, Z axes).

Inventory system – Create an inventory system where the player can collect and use items such as wood, stone, tools, etc. Each item should be able to be dragged into the player’s hotbar and used for crafting or building.

Day-night cycle – Implement a realistic day and night cycle with changing lighting. The sun should rise and set, and as night falls, the world should become darker and lit only by artificial lights like torches.

Crafting system – Create a simple crafting system where the player can craft new tools and items using the resources they collect. Add a crafting interface that shows recipes for creating items.

Health and hunger mechanics – Implement a health bar that depletes when the player takes damage, and a hunger bar that decreases over time. The player should need to eat food to restore hunger.

Physics and gravity – Incorporate gravity so that objects and the player fall when not supported by blocks. Ensure blocks behave realistically when destroyed or placed.

Multiplayer (Optional) – If possible, make the game multiplayer, allowing multiple players to connect and explore the world together. Implement basic player interaction (chat, trading, etc.).

Sound and music – Use Tone.js to implement sound effects and background music for the game. Add sound effects for various actions, such as breaking blocks, walking, placing items, and interactions with the environment. Create a dynamic soundtrack that changes based on in-game events (like day/night cycle, exploring, combat).

Procedural terrain generation – Use Perlin noise or other algorithms to create realistic terrain with mountains, valleys, lakes, and forests. Make sure the terrain looks organic and not too repetitive.

Modular block system – Allow for placing and removing different types of blocks, including building structures like houses, bridges, and other creative constructions.

Animals and mobs – Create simple AI for animals (like cows, pigs, chickens) that can wander around and be hunted for resources. Add hostile mobs (like zombies or skeletons) that spawn at night and attack the player.

Skybox and clouds – Create a dynamic skybox with moving clouds and stars at night. Add different weather effects such as rain or snow for added immersion.

Shaders and graphics – Use custom shaders to improve the appearance of the game, including realistic lighting, water reflections, and block shadows.

UI/UX elements – Design a simple, easy-to-navigate interface that includes health, hunger, inventory, and the crafting menu.

Make sure the game is optimized for performance so it can run smoothly even with large worlds, and implement basic settings for graphics, sound, and controls.

geminiGemini 2.5 Pro

Okay, creating a full game with all those features is a very large undertaking. Let's start by setting up the basic structure: a simple scene, a ground plane, first-person controls for movement and looking, and the ability to place/remove basic blocks. We'll call the game "BlockVerse".

This initial setup will provide the foundation. We can then incrementally add more complex features like procedural generation, inventory, physics, etc., in future steps.

This sets up:

  1. An HTML page (index.html) with basic instructions and a canvas.
  2. CSS (style.css) for basic layout and the pointer lock overlay.
  3. A main JavaScript file (src/main.js) to initialize Three.js, the scene, camera, renderer, lights, and the animation loop.
  4. A controls module (src/controls.js) using PointerLockControls for FPS-style mouse look and handling keyboard input for WASD movement (without physics yet).
  5. A world module (src/world.js) to create the ground plane and functions to add/remove simple cube blocks. It also keeps track of interactive objects.
  6. A block interaction module (src/blockInteraction.js) using a Raycaster from the center of the screen to detect where the player is looking, highlight the potential block placement/removal spot, and handle left/right clicks for removing/placing blocks.

Click the screen to lock controls and start moving/interacting. This is a very basic starting point. Features like gravity, complex terrain, inventory, crafting, etc., require significant additional work and often external libraries (like a physics engine).

add sneak and jump functionality, an generate trees and some land, not flat or broken

geminiGemini 2.5 Pro

Okay, let's add jumping, sneaking, basic procedural terrain using noise, and simple trees.

We'll need a noise library for terrain generation. We'll use simplex-noise via CDN.

1. Update index.html

Add the noise library to the import map and update the instructions.

2. Create src/noise.js

This will encapsulate the noise generation.

3. Update src/world.js

Replace the flat ground with procedurally generated terrain and add trees.

4. Update src/controls.js

Add jump/sneak logic, gravity, and basic ground collision.

5. Update src/main.js

Handle jump/sneak key presses and integrate the updated movement logic.

6. Update style.css (Minor)

Ensure the background color still makes sense if the fog changes.

Here are the updated files:

Important: You need to add the call updateBlockInteraction(); inside the animate function in src/main.js, specifically within the if (controls.isLocked === true) block, as mentioned in the comment at the end of src/blockInteraction.js.

Now you should have:

  • A world generated with simple hills and valleys.
  • Basic trees scattered on the grass.
  • The ability to jump with SPACE (when on the ground).
  • The ability to sneak/move down with SHIFT (also slows movement when on ground).
  • Basic gravity pulling the player down.
  • Simple ground collision preventing the player from falling through blocks immediately below.

This is still basic – proper physics, collision handling (walls, ceilings), and optimizations (like world chunking) are needed for a more robust experience.

Google

gemini

Gemini 2.5 Pro

https://preview-zrvelh--th-ge.app.jit.dev

Console
200
Generating terrain...
Terrain generated with 32740 blocks.