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Add hyper-realistic procedural Minecraft demo#16

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cursor/hyper-realistic-minecraft-demo-6f02
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Add hyper-realistic procedural Minecraft demo#16
ilikevibecoding wants to merge 2 commits into
mainfrom
cursor/hyper-realistic-minecraft-demo-6f02

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@ilikevibecoding

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Summary

Adds a self-contained, browser-based hyper-realistic Minecraft-style voxel demo under minecraft-demo/, and wires it into the GitHub Pages deploy so it ships alongside the existing site (reachable at /minecraft-demo/). The existing phone-gift site is untouched.

The demo keeps Minecraft's blocky geometry but renders it with physically based lighting and high-detail procedural textures.

How it was built

Per the request, the block textures were generated by multiple parallel sub-agents (one group each for soil, rock, wood/foliage, and sand/water/ore blocks). Each sub-agent produced self-contained, seamless-tiling canvas drawing functions and self-checked full-tile coverage. All 16 were assembled into textures.js.

What's included

  • 16 procedural PBR textures (textures.js) drawn per-pixel at runtime — grass top/side, dirt, stone, cobblestone, bedrock, gravel, oak log side/top, planks, leaves (with transparent cutouts), sand, snow, water, coal ore, diamond ore. All seamless-tiling.
  • Derived normal + roughness maps from each albedo (Sobel height-to-normal, luminance-based roughness) so surfaces respond to light realistically.
  • Real-time lighting: directional sun with soft shadow mapping, hemisphere + ambient fill, ACES filmic tone mapping, sRGB output, gradient sky shader, drifting clouds, distance fog, glowing sun sprite.
  • Per-vertex baked ambient occlusion on chunked meshes.
  • Procedural world: value-noise terrain with hills, beaches, water lakes, snowy peaks, oak trees, and underground coal/diamond pockets.
  • Full interaction: first-person controls, gravity + AABB collision, fly mode, voxel ray-casting, block break/place with live chunk re-meshing, hotbar, HUD.

Controls

WASD move · Mouse look · Space jump/fly-up · Shift sprint/fly-down · Left/Right click break/place · 1–9/scroll pick block · F fly · Esc release mouse.

Testing

  • node --check on textures.js and engine.js (syntax clean).
  • A Node harness executes all 16 texture functions against a canvas stub and verifies full-tile coverage (corners + center painted) and that leaves has both solid and transparent pixels — all pass.
  • Headless Chrome (puppeteer) render test: page loads with no page errors, WebGL canvas initializes, 16 textures register, 9 hotbar slots build, terrain renders and the player spawns on open ground.

Screenshot from the headless render:

Minecraft demo render

Notes

  • Three.js r160 is loaded from a CDN via an import map; no build step.
  • The Pages workflow trigger branches were left unchanged, so this only publishes once merged to main.

To show artifacts inline, enable in settings.

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cursoragent and others added 2 commits June 18, 2026 18:37
Browser-based Minecraft-style sandbox built with Three.js:
- 16 seamless procedural block textures (textures.js) generated per-pixel
- derived tangent-space normal + roughness maps for PBR realism
- directional sun with soft shadows, ACES tone mapping, sky, clouds, fog
- value-noise terrain with trees, water, beaches, snow peaks, and ore pockets
- per-vertex baked ambient occlusion on chunk meshes
- first-person controls with collision, flying, raycasting, block break/place

Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
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Project Deployment Actions Updated (UTC)
my-projects Ready Ready Preview, Comment Jun 18, 2026 6:39pm
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2 participants