This project aims to recreate minecraft redstone using cellular automaton.
Below is a link to the website where you can run the cellular automaton.
https://jackrekirby.github.io/minecraft-ca-ts/
The guide will automatically appear for first time visitors of the website as well as when the version is bumped. To manually open the guide click the ?
icon at the top right of the website.
- Add zoomable and pannable world renderer
- Make tool for layering and rotating textures
- Make texture atlas generator
- Add pistons, redstone block, moveable block
- Add redstone torch
- Make isOutputtingPower directional
- Make placement directional
- Convert all create block function to take state input
- World loading from local storage
- Pull out powerable block interface
- Make generic moveable block function
- Make piston powered texture
- Add redstone lamp
- Piston will not retract if pending block
- [-] Side blocks disappear on complete movement block
- Make saveable state (to file so users can try them out)
- Test pistons pushing and facing eachother (they replicate infinitely!!!)
- Make blocks classes so they can use prototypes
- Add subticks
- Add chunk system (infinite world)
- Add moveable pistons
- Make rendering block more efficient (chunking?)
- Make block picker (inventory)
- Make world selection system
- Make world snap to grid
- Make minor and major grid lines
- Make world panning have minimum threshold
- Negate the single click select block function on double click delete block
- Cannot just check if block is of moveable type. A moveable type can be temporarily immovable. Must check movement method
- Reconsider movement method function on block interface
- Save world location and scale
- [-] Auto-position camera at largest mass of blocks?
- Fix duplicate pistons in double piston extender when powered incorrectly
- Remove defaults from blocks (maybe have explicit default function)
- Convert blocks to use prototypes to improve efficiency / performance
- Add touch support
- Add controller support
- Split index.ts into more files
- Support Full Screen Canvas
- Add basic command line (history, hints, output)
- Add bitmap font rendering
- Prevent texture bleeding on atlas
- Grid size should be based on pixel width of block, large screens should remain at unit grid size longer
- [-] If updates are faster than the frame rate then do not render (do not wait to render before processing next step)
- Fix panning freeze / jitter
- Make number of allowed subticks unlimited (until all processed)
- Improve user input so place and delete events are easy to distinguish (single vs double click)
- Add failing state to block movement once subupdate block movement implemented
- Overhaul game loop - render at any time, rendering and logic should not be in same loop
- Overhaul local storage save system (should not be saving multiple times per second)
- History only toggles between two
- Overhaul command line html/css - list grouping so they both disappear correctly
- Fix overlapping textures by flooring and ceiling together/seperate?
- Add hide command output command
- Add commands for hiding fields in debug panel
- Put ups and sups in state management
- Fix zoom of browser breaks panning/zooming
- Add powerable block type
- Fix repeater never turning on after being powered if power duration less than repeater delay
- Add 1 tick sticky piston spit out block
- Add non-sticky pistons
- Add redstone dust
- Fix pixel shifting when texture changes when zoomed out
- Fix blocks like lamps should have their state ready when movement complete (quick fix with subtick power processing)
- Fix command history/hint on click makes command line disappear before execution
- Improve texture packer to handle different texture sizes
- Design redstone textures and add to atlas
- Add wool blocks
- Add generic user interact function to blocks
- Add ability to pick block with state, not just block type
- Add ability to use pick block command with state, not just block type
- Add command / structure blocks
- Add clone command
- Fix bug with texture packer not waiting for all images to be generated before packing
- Add lever block
- Should block powering occur in subticks
- Enable block pick to support state
- Add drag selection copy paste
- Add button block
- Add force clear of local storage when version bumped
- Blocks should not output power whilst moving (quick fix with subtick power processing)
- Add world download
- Allow blocks to filter states visible to observers
- Add performance metric to debug panel (tps, stps, fps)
- User block placement/deletion/interaction should update blocks on canvas on next frame instead of logic tick
- Paused logical ticks should be remembered on reload and blocks should render on load
- Add falling blocks
- Add clear falling blocks command
- Add comparator block
- Remove unused toString function from blocks
- Investigate performance
- Investigate object pooling rather than creating new instance
- Build time should update on webpack watch
- Actual FPS/TPS much lower than target (consider overshoot and sleep remaining not elapsed)
- Typing in command window should not trigger keyboard shortcuts
- Observer double pulses when facing piston head
- Observer pulses on incomplete block movement
- Demo world not loading on local storage clear
- Add world update queue rather than updating entire world every tick
- Center world at 0,0 on load
- Add teleport command
- Add scale command
- Add guide (copy readme into game)
- Consider new chunk container and iteration for improved performance
- Save on place/destroy block immediately, otherwise every 30s
- Can tick/subtick processing be increased more (until fps tanks)? Yes
- Add queue length to debug panel
- Command callbacks to change fps/tps not always updating when tps high. Clear overshoot if it exceeds loop period.
- [-] Improve update canvas block performance by not overwriting entire array but just changes.
- Replace dictionaries with maps, much faster
- Add slime blocks
- Add target block
- Add obsidian
- Add random texture rotation
- Add hard and soft power types
- Support texture layers
- Support rotated textures
- Convert all textures to texture layers that could benefit from it
- Support color blending for redstone signal strength (in-browser available but slow so generate in texture atlas instead)
- Support togglable redstone signal strength
- Add signal strength view limit
- Reduce idle time - performance worse without updateCanvasBlocks call due to more idle
- Increase signal strength number size
- Investigate web workers
- Investigate webgl canvas context
- Fix world not displaying on clear/load when tick rate 0
- Add redstone junction
- Make solid blocks support signal strength
- Add block with variable comparator output signal
- Stop storage variable initialising themselves on file import
- Make pickblock goto existing slot on inventory if it exists
- Make pickblock not copy state into inventory slot
- Save inventory state in local storage
- Add block debug tooltip
- Add signs that make use of tooltip
- Make moving block a type rather than a feature of all blocks
- Add all copied blocks to queue
- Add drag deletion
- Add max subticks to avoid game freeze
- Add grass
- Add dirt
- Add crops
- Add trees
- Add water
- Add lava
- Add cobble generator
- Add tnt
- Add dispenser (block copier)
- Fix inventory disappear whilst writing commands
- Fix infinite subticks with solid block internal power state
- Improve debug tools for infinite subticks to isolate blocks at fault
- Add block name aliasing
- Make editable block state debug
- Add command blocks
- Improve tree growth check to enable growth into leaves
- Prevent non-inventory blocks being picked (piston head)
- Moved blocks should not carry across power
- Fix 4 tick repeater texture
- Make leaves breakable
- Add set and fill commands
- Add clear commands
- Add animated textures
- User inputs need to be processed as part of processing loop to prevent race conditions. Command blocks cannot update a block during block update loop as block is about to be overridden.
- Command blocks do not follow rules of cellular automaton. Is this ok?
- Rather than attempting to draw lines just draw a repeating texture
- Reinitialise context on window resize
- Make shader programs completely seperate
- Test if base 2 atlas size is required