# VoxelFrame_UE4 **Repository Path**: zhongyichen33/VoxelFrame_UE4 ## Basic Information - **Project Name**: VoxelFrame_UE4 - **Description**: Planning to implement my VoxelFrame project on ue4, which is a minecraft like game. - **Primary Language**: C++ - **License**: MIT - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-08-13 - **Last Updated**: 2022-04-18 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # VoxelFrame_UE4 ## Introduction(介绍 - I likes playing minecraft very much and it's always been my dream to write a mc. 我非常喜欢玩minecraft,写一个mc是我长久以来一直想做到的事 ![image-20210609143052106](https://hanbaoaaa.xyz/tuchuang/images/2021/06/09/image-20210609143052106.png) ## Organization(组织 - [VoxelFrame (github.com)](https://github.com/VoxelFrame) To store related projects. 用于存储相关项目 ## Language(语言 - c++(client), rust(server) ~~golang~~ ## Engine Version - ue4.26 ## Related Projects(相关项目 - #### paecs(entity component system) [https://github.com/ActivePeter/paecs](https://github.com/ActivePeter/paecs) I'm also trying to implement a ecs lib and use it in my mc 我也在尝试实现一个ecs库并用在我的mc里 - #### raw opengl version [https://github.com/ActivePeter/VoxelFrame](https://github.com/ActivePeter/VoxelFrame) - #### unity version [VoxelFrame/VoxelFrame_Abandoned (github.com)](https://github.com/VoxelFrame/VoxelFrame_Abandoned) ## Progress(進度 [Details](./record.md) - 2022/4/16 方块材质的动态加载,拼接到atlas,匹配block的uv setter ![image-20220416194802420](https://hanbaoaaa.xyz/tuchuang/images/2022/04/16/image-20220416194802420.png) - 2022/2/6-4/1(期间在考研复试,还有毕设 - [x] 服务端定时检测entity移动状态,并批量同步给对区块感兴趣的player - [x] operation封装,可以进行服务端确认后回退操作 - [x] 放置方块的服务端同步 - 2022/2/5 将player移动指令发送到server,并转发给part server,同时做出相应动作 - 2022/1/3 最近主要是在思考并发模型了,细节我记到别处去 - 2021/8/27 - [x] 根据解析的数据创建chunk - [x] 封装可阻塞等待的队列 - [x] ecs遍历移动检测 - 2021/8/24-26 修复tcp接收bug,protobuf可以正常接收 protoc文件生成 24-25 protobuf解析(解析过程中修复了逻辑bug) 26 list+mutex实现用于多线程间通信队列,用于各类线程向主线程派发事件 26 - 2021/8/18-23 rust server 的基本结构,protobuf打包发出 - 2021/8/17 方块放置完成 ![image-20210816195208272](https://hanbaoaaa.xyz/tuchuang/images/2021/08/16/image-20210816195208272.png) - 2021/8/16 基本完成放置方块预览 ![image-20210815195843489](https://hanbaoaaa.xyz/tuchuang/images/2021/08/15/image-20210815195843489.png) - 2021/8/15 射线碰撞检测, ![image-20210815030953538](https://hanbaoaaa.xyz/tuchuang/images/2021/08/15/image-20210815030953538.png) - 2021/8/14 - 发光方块,用来作为以后选择方块用的 ![image-20210813232434571](https://hanbaoaaa.xyz/tuchuang/images/2021/08/13/image-20210813232434571.png) - 2021/8/13 - 区块构建的卡顿修复,原因是在一个mesh component下create会复制之前的数据, - 无限加载