
Minecraft Clone
Prompt
## Prompt for an AIβgenerated Minecraftβstyle Web Clone \n*(No code output β only a complete, detailed specification and plan for implementation)* \n\n---\n\n### 1. Highβlevel Overview \n\n**Goal**: Build a minimal, webβbased Minecraft clone that supports *block creation* and *block destruction* in a 3βD voxel world. \n- **Platform**: Browser (desktop & mobile). \n- **Tech stack**: \n - Frontβend rendering: **Three.js** (WebGL) or **Babylon.js** (pick one). \n - State management: **Redux** or **Vuex** (depending on chosen framework). \n - Backend (optional for persistence): **Node.js + Express** with **SQLite** or **IndexedDB** for local storage. \n - Build tool: **Webpack** or **Vite**. \n - UI framework: **React**, **Vue**, or **Svelte** (pick one). \n- **Core Features**: \n 1. Procedurally generated terrain (simple noiseβbased heightmap). \n 2. Realβtime block placement (rightβclick) and removal (leftβclick). \n 3. Basic firstβperson controls (WASD + mouse look). \n 4. Collision detection & simple physics (no gravity, just ground). \n 5. Optional: simple UI for selecting block types. \n\n---\n\n### 2. Detailed Feature Breakdown \n\n| Feature | Description | Key Implementation Points |\n|---------|-------------|---------------------------|\n| **World Generation** | Generate a 2βD height map that is used to create a 3βD voxel grid. | β’ Use Perlin/simplex noise for terrain. <br>β’ Divide world into **chunks** (e.g., 16x16x16 blocks). <br>β’ Store chunk data as 3βD arrays of block IDs. |\n| **Block Types** | A small palette (e.g., dirt, grass, stone, water, wood). | β’ Map each type to a unique ID. <br>β’ Store textures in a texture atlas. |\n| **Rendering** | Render visible blocks only. | β’ Use Three.js voxel renderer (custom shader or `Mesh` per chunk). <br>β’ Culling faces that are adjacent to another block. |\n| **Controls** | FPS style navigation. | β’ Keyboard: `WASD` for movement. <br>β’ Mouse: yaw & pitch. <br>β’ Click: left to destroy, right to place. |\n| **Block Interaction** | Place/Destroy within reach (e.g., 3 blocks). | β’ Rayβcast from camera into world. <br>β’ On hit, determine block face; offset to adjacent cell for placement. |\n| **Collision** | Prevent walking through solid blocks. | β’ Axisβaligned bounding boxes (AABB). <br>β’ Simple collision check against neighboring block voxels. |\n| **UI** | Minimal block picker and HUD. | β’ 2βD overlay with block icons. <br>β’ Show player health (if added later). |\n| **Persistence (Optional)** | Save world state locally. | β’ Use IndexedDB or localStorage to store chunk data. <br>β’ Load on startup, autoβsave on change. |\n| **Extensibility** | Architecture should allow adding new blocks, biomes, or multiplayer later. | β’ Separate data layer (chunk storage) from rendering. <br>β’ Expose an API for block updates. |\n\n---\n\n### 3. System Architecture \n\n```\nβββββββββββββββββββββββββββββββ\nβ Browser UI β\nβ (React/Vue/Svelte) <ββββββββ\nβββββββββββββββ¬ββββββββββββββββ\n β\n ββββββββββββΌββββββββββββ\n β State & Store β\n β (Redux/Vuex) β\n ββββββββββββ¬ββββββββββββ\n β\n ββββββββββββΌββββββββββββ\n β Render Engine (Three.js)β\n β β’ Chunk Meshes β\n β β’ Block Textures β\n ββββββββββββ¬ββββββββββββ\n β\n ββββββββββββΌββββββββββββ\n β Input/Interaction β\n β β’ Rayβcast logic β\n β β’ Control binding β\n ββββββββββββ¬ββββββββββββ\n β\n ββββββββββββΌββββββββββββ\n β World Data Layer β\n β β’ Chunk storage β\n β β’ Persistence (opt.)β\n ββββββββββββββββββββββββ\n```\n\n---\n\n### 4. Data Structures \n\n| Data | Type | Notes |\n|------|------|-------|\n| **Chunk** | 3βD array (`[x][y][z]`) of block IDs | Size 16Γ16Γ16 or adjustable |\n| **Block Palette** | Map (`ID -> {type, textureCoord, isSolid}`) | Central reference |\n| **World Map** | Map (`chunkCoord -> Chunk`) | Key could be `\"x:y:z\"` string |\n| **Player State** | {position: Vec3, rotation: Euler, velocity: Vec3} | For movement & collision |\n\n---\n\n### 5. Algorithmic Highlights \n\n#### 5.1 Chunk Generation \n```text\nfor each chunkCoord in worldBounds:\n generate heightmap = noise(chunkCoord.x, chunkCoord.z)\n for each (x, z) within chunk:\n y = heightmap(x,z)\n for i=0..y:\n set block to ground type (stone, dirt, grass)\n for i=y+1..y+waterDepth:\n set block to water\n```\n\n#### 5.2 Rendering Culling \n```text\nfor each block in chunk:\n if block.isSolid:\n for each of 6 faces:\n if neighboring cell is empty:\n add face to mesh\n```\n\n#### 5.3 Interaction Rayβcast \n```text\nray = camera.getRay(mousePosition)\nfor t from 0 to maxReach step stepSize:\n point = ray.origin + ray.direction * t\n blockCoord = floor(point)\n if world.hasBlock(blockCoord):\n return hitInfo (blockCoord, faceNormal)\n```\n\n#### 5.4 Block Placement / Destruction \n- **Place**: Add block ID to adjacent empty cell. \n- **Destroy**: Set block ID to empty (e.g., 0). \n- After update: \n - Reβgenerate meshes for affected chunk and neighboring chunks (for face culling). \n - Update world data store. \n - (Optional) Persist change.\n\n---\n\n### 6. User Interface MockβUp \n\n1. **Block Palette** \n - Horizontal bar at bottom with icons (grass, dirt, stone). \n - Click to select current block type. \n\n2. **HUD** \n - Crosshair at center. \n - Current block type indicator. \n\n3. **Mobile Touch Controls** (if desired) \n - Virtual joystick for movement. \n - Tapβandβhold to look. \n - Long press to place / destroy (twoβfinger for alternate).\n\n---\n\n### 7. Development Roadmap \n\n| Sprint | Tasks |\n|--------|-------|\n| 1 | Set up project skeleton (framework, Three.js, build tool). |\n| 2 | Implement world data layer + chunk generation. |\n| 3 | Build voxel renderer (mesh creation + culling). |\n| 4 | Add player controls & basic physics. |\n| 5 | Implement block interaction (rayβcast, place/destroy). |\n| 6 | Add UI (palette, HUD). |\n| 7 | Optional: persistence, mobile adaptation. |\n| 8 | Polish, test, and bundle. |\n\n---\n\n### 8. Deliverables (what the AI should produce) \n\n1. **Technical Specification Document** \n - Complete description of features, architecture, data structures, and algorithms. \n\n2. **Design Diagrams** \n - System architecture, class diagram for world/chunk, state diagram for player. \n\n3. **Implementation Plan** \n - Stepβbyβstep tasks, time estimates, and potential pitfalls. \n\n4. **Sample Data Files** \n - Example block palette JSON, texture atlas plan. \n\n5. **Testing Strategy** \n - Unit tests for world generation, interaction logic. \n - Endβtoβend tests for player movement and block placement. \n\n6. **Deployment Guide** \n - Build commands, hosting options (Netlify, Vercel). \n\n---\n\n### 9. Additional Considerations (for future expansion) \n\n- **Multiplayer**: WebSocket server, state synchronization. \n- **Crafting / Inventory**: Simple dragβandβdrop UI. \n- **Biome System**: Different block palettes per biome. \n- **Lighting**: Simple directional light or perβchunk light map. \n- **Performance**: Chunk streaming, frustum culling, LOD. \n\n---\n\n### 10. Final Prompt for the AI\n\n> **You are an experienced gameβdevelopment AI.** \n> **Task:** Produce a complete, codeβfree design and implementation plan for a webβbased Minecraft clone that supports basic block creation and destruction. \n> **Requirements:** \n> - Use Three.js or Babylon.js for rendering. \n> - Implement firstβperson controls (WASD + mouse). \n> - Support chunked world storage, simple heightmap terrain, and a palette of at least 5 block types. \n> - Include collision detection, face culling, and a minimal UI for block selection. \n> - Provide data structures, algorithms, architecture diagrams, and a 2βweek development roadmap. \n> - Output only textual documentationβno code snippets. \n\n> **Deliverables:** \n> 1. Technical specification. \n> 2. System architecture diagram (textual or ASCII). \n> 3. Detailed implementation plan with timelines. \n> 4. Testing and deployment strategy. \n> 5. Optional extensions for future work. \n\n> **End of prompt.** \n\n--- \n\nThis prompt gives the AI everything it needs to produce a fullβblown design for a webβbased Minecraft clone without actually writing
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