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Making Minecraft Spherical (bowerbyte.com)

900 points by iamwil · 333 days ago · 123 comments on HN

Article summary

The article discusses the creation of a tech demo called Blocky Planet, which maps Minecraft's cubic voxels onto a spherical planet. The author explains the challenges of creating a spherical blocky world, including mapping a 2D grid onto a 3D sphere and preserving block width as you move outward. The author describes their solutions to these problems, including using a quad sphere and adding more blocks to each layer as you move outward from the center. The result is a procedurally generated and fully destructible planet that can be played in a browser or natively on Windows.

Main themes

  • Spherical voxel rendering
  • Procedural generation
  • Game development
  • Geometry and mathematics
  • Minecraft-inspired games

What commenters say

  • The article's approach to avoiding rectangle size differences in a cubesphere can be improved using spherical linear interpolation.
  • Limiting the depth of excavation can solve issues with gravity and block distortion near the core of the planet.
  • A realistic gravity implementation would require taking into account the mass of all quads on the planet, not just the planet's core.
  • The concept of gravity decreasing as you approach the center of a planet is not entirely accurate and depends on the distribution of mass.
  • Some games, such as Astroneer, deliberately implement non-realistic gravity for gameplay purposes.
  • The idea of a spherical blocky world is not new and has been explored in other games, such as Space Engineers and The Outer Wilds.
  • The article's use of a quad sphere and shell-based structure is a good solution to the problem of rendering a spherical voxel world.
  • The discussion of gravity and physics in the comments highlights the complexity and nuance of simulating real-world phenomena in games.