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jdah/minecraft-weekend

★ 4,401 · C · MIT · updated Apr 2024

Minecraft, but I made it in 48 hours.

A Minecraft clone written in C, built over a 48-hour jam and then polished slightly after. It implements infinite procedural world generation, biomes, RGB lighting, transparency, and an ECS for entities — all from scratch using OpenGL. For developers curious about how voxel engines actually work at the system level, this is cleaner than most tutorial projects.

The ECS implementation is hand-rolled and readable — `src/entity/ecs.c` is worth studying if you've only ever used Unity or Bevy. The chunk mesh pipeline (blockmesh + chunkmesh split) shows how to handle face culling and atlas UV mapping without a framework doing it for you. RGB light propagation in `src/world/light.c` is a real flood-fill implementation, not a fake ambient approximation. Procedural worldgen with biome blending in 48 hours of actual C is genuinely impressive.

Windows support is officially 'good luck' — no MSVC path, no CMake, just a Unix Makefile and a shrug emoji. The repo is effectively frozen; last real activity was 2024 and it hasn't attracted contributors, so bugs you find are bugs you fix yourself. No chunk serialization or save/load, so the world disappears on exit — fine for a jam project, annoying if you want to extend it. The submodule setup with libnoise and GLFW requires `--recurse-submodules` and manual lib building in sequence, which trips up anyone who just clones and runs `make`.

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