A community driven fork of foglemans "Minecraft" repo.
Python is somewhat poorly suited for game development. However it is well suited to data-science. A lot of our tasks, working with large voxels sets, strongly resemble the kind of problems you encounter in data science.
The big advantage comes from limiting "real-time" state. By not relying on anything having to happen now, we can do more complicated computation. At the low-end, that means we can implement much more complicated occluding algorithms, and thus draw more complicated scenes.
This kind of split could also be used to run more complicated types of operations, like a cellular automata crudely simulating things like plant growth or water.
When possible, we would prefer to "scale-out". We don't care about outright efficiency too much, rather we care that our solutions can work for very large or very complicated operations. The exact opposite of "typical" game development methodology, which would prefer solutions that "scale-up", solutions that a very fast for the type of data they expect to deal with.
It is currently pre-alpha quality.
Virtual Environment (Recommended)
# create a virtual environment virtualenv -p python3 ~/.venv/pycraft # (or wherever) # you may need to add execute permissions chmod -R a+x ~/.venv # activate . ~/.venv/pycraft/bin/activate # on mac . ~/.venv/pycraft/Scripts/activate # on windows # deactivate (when you're done) deactivate
pip install -e .
pip install -e .[dev] # or: python3 setup.py develop pycraft
python -m pycraft # or: python3 -m pycraft
- Support for python 3.5
- Simple Perlin Noise terrain generator
- Object-oriented blocks system
How to Play
- W: forward
- S: back
- A: strafe left
- D: strafe right
- Mouse: look around
- Space: jump
- Tab: toggle flying mode
- Selecting the type of block to create:
- 1: brick
- 2: grass
- 3: sand
- Mouse left-click: remove block
- Mouse right-click: create block
- ESC: release mouse, then close window
We support and encourage contributions.