An experimental C# recreation / inspired sandbox game.
This is my first time making a game — thanks for checking it out! If you like where it's heading, please consider wishlisting on Steam. :DD
- Vision
- Features
- Screenshots / Media
- Roadmap
- Tech Stack
- Project Structure
- Getting Started
- Development Guide
- Performance Notes
- Contributing
- FAQ
- Wishlist / Support
- License
- Acknowledgements
A block-based world simulator focusing on:
- Creative building
- Procedural terrain
- Optimized voxel rendering in C#
- Learning-by-doing: code clarity over premature optimization (early phase)
Goal: Evolve from an experiment into a polished sandbox experience powered by custom systems.
Current (Implemented or In Progress):
- Basic world generation (flat / noise-based)
- Block placement & removal mechanics
- Chunk system (configurable size)
- Simple lighting (placeholder)
- Input handling (keyboard + mouse)
- Basic HUD / debug overlay
Planned / Upcoming:
- Entity system (mobs / players)
- Inventory & crafting
- Save / load world data
- Advanced lighting / shadows
- Biomes & weather
- Audio system
- Multiplayer (stretch goal)
- Modding API (long-term)
| Prototype | Debug Overlay | World Gen |
|---|---|---|
![]() |
![]() |
![]() |
If you don't have images yet, create a
docs/imagesfolder and add them, then update the paths above.
| Phase | Focus | Status |
|---|---|---|
| 0.1 | Core rendering & chunks | ✅ Done / Stabilizing |
| 0.2 | World gen & basic blocks | 🚧 In progress |
| 0.3 | Inventory + persistence | ⏳ Pending |
| 0.4 | Lighting + performance | ⏳ Pending |
| 0.5 | Entities & AI basics | ⏳ Pending |
| 0.6 | Polish + UI overhaul | ⏳ Pending |
| 1.0 | Steam-ready build | ⏳ Future |
- Language: C# (~98.7%)
- Shaders: HLSL (~1.3%) for GPU acceleration
- Framework / Engine:
- Target Runtime: .NET
- Build System:
dotnetCLI - Rendering Approach: Chunked voxel mesh generation (greedy or naive meshing)
- Noise Generation:
Update placeholders once confirmed.
Minecraft-Using-C-/
├─ src/ # Main C# source code
│ ├─ Core/ # Core abstractions (game loop, services)
│ ├─ World/ # Chunk, block, biome logic
│ ├─ Rendering/ # Mesh builders, shaders, camera
│ ├─ Input/ # Player input mapping
│ ├─ UI/ # Basic HUD / overlays
│ └─ Utils/ # Helpers & extensions
├─ shaders/ # HLSL shader files
├─ assets/ # Textures / audio / fonts (future)
├─ docs/ # Documentation & media
├─ tests/ # Unit / integration tests (planned)
└─ README.md
Adjust the tree to reflect the actual layout.
- .NET SDK:
- IDE: Visual Studio / Rider / VS Code
- GPU: Shader Model 5.0+
- OS: Windows (primary) /
git clone https://github.com/Saba-Burduli/Minecraft-Using-C-.git
cd Minecraft-Using-C-dotnet builddotnet run --project src/YourGameEntryPoint.csproj(Replace project path with the actual entry assembly.)
Create or edit a config.json:
{
"chunkSize": 16,
"viewDistance": 8,
"enableDebugOverlay": true
}- Fork the repo
- Create a feature branch:
feat/chunk-optimization - Implement & test locally
- Open a Pull Request with screenshots + benchmarks
- Prefer explicit types over
varin complex logic - Keep methods ~40 lines or less
- Use XML docs for public classes
- Avoid premature micro-optimizations until profiler data suggests
Enable debug overlay (toggle key: ).
Profiler suggestion: use dotnet trace or an engine profiler if applicable.
- Block placement logic
- World seed reproducibility
- Serialization / save integrity
Early focus:
- Minimize chunk mesh rebuilds via dirty flags
- Consider greedy meshing to reduce face count
- Add frustum + occlusion culling (planned)
- Cache noise lookups for terrain generation
Benchmarks (example):
Scenario: 8 view-distance, 16^3 chunks
Faces Before Optimization: XXXX
Faces After Optimization: XXXX
Frame Rate (1080p): ~XXX fps
Contributions are welcome — even small improvements help.
- Open an Issue to discuss major changes
- Follow roadmap priorities
- Keep PRs focused (single feature / fix)
- Include screenshots or logs for visual/performance changes
See CONTRIBUTING.md for details.
Q: Is this a clone of Minecraft?
A: No — it's an educational voxel sandbox inspired by similar mechanics.
Q: Will it be multiplayer?
A: Potentially. Networking is a later-phase feature.
Q: Can I help with shaders?
A: Yes! Please open an Issue describing your optimization or effect idea.
If you want to support development:
- Wishlist on Steam:
- Star the repository
- Share feedback through Issues
This project is licensed under the MIT License — see LICENSE.
- Inspiration: Minecraft, Minetest, Terasology
- Learning Resources: Catlike Coding, GameDev forums, ShaderToy examples
- Community: Everyone who stars & shares feedback
- Confirm engine/runtime details in README
- Add screenshots
- Add LICENSE file
- Add initial Issues + Milestones
- Set up CI (GitHub Actions build test)
- Create CONTRIBUTING.md


