This is Part 7 of my eleven-part review of the course Devslopes 3D Game Development Academy.
Devslopes Devcraft Game (MineCraft Clone)
Course Company: Devslopes
An education is this lesson’s aim,
As this is more a proof-of-concept than a game,
You’ll get a working model you will own
That you can carry with you on your phone,
And examine it whenever you please,
On Android or iOS with ease.
Compared to the last few games we’ve made,
This game differs in every way.
There’s only one GameObject you’ll get to hold.
And all the rest are made through code.
Jacob is again our teach,
And you’ll find he’ll practice what he’ll preach.
Devcraft is a MineCraft clone.
It’s no matter if you’ve not played it on your phone.
He explains to us this odd confection
And why it warrants its own section.
At first it might confuse a little,
But we’ll come to realize that it’s a big deal.
He tells us that though they’re impressive,
Too many GameObjects can get expensive,
And by expensive, he means they all
Can slow your game down to a crawl
Till all you can do is sit and stare
At the frozen game suspended there.
He says that massive worlds in 3D
Use a lot of memory,
And are less feasible, no matter how noble,
For use with tablets and with mobile,
And that someone has thought of a clever way
To work around this problem—yay!
Using the precision of a lancer,
He explains that voxels are the answer.
Voxels are Game objects, you’ll see,
That don’t hold up to much scrutiny.
This is because, for a 3D shape,
They leave the viewer’s mouth agape
Because they’re impossible
To exist in the real world at all.
At present, a voxel is part of a cube,
But only the part you can see of the cube
Depending on how you might be facing it,
And the rest of the cube exists not a bit.
What this basically means is that the world you’re in
Is basically flimsy and paper thin,
But what is life but an illusion?
(Might a little grey matter be oozin’?)
Jacob gets us typing up code.
We create a large plane strictly through code,
And use external code made by somebody else
To give it some random depth and hills
Till it looks like a place you might like to traverse.
Then the complexity level gets a bit worse.
We import a character that looks like a box
And animate him from his head to his socks,
Till he can walk and gesture with his hand,
And we code him so he can walk the land,
In this weird boxy world made of fake voxel cubes.
We make him jump so he can hop on the cubes.
The farther he walks, the more world he sees,
And what he no longer sees fades with the breeze.
He has the ability to delete cubes
And replace them with other cubes,
And also to dig through the map and fall
Through the endless void to end it all.
This is pretty much all the game we make
And though the thought process might be hard to take,
We can move this man about as we wish,
And examine the code as one examines a dish.
I’m rating this lesson a four plus one,
Because it was a little out there, but fun.