Cave game tech test
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This page documents an unreleased version.
While there is proof of this version's existence, it was never released to the public.
Cave Game
| Edition | Java Edition | ||||
|---|---|---|---|---|---|
| Official name | Cave game tech test[1] Cave Game tech demo[2] | ||||
| Date developed | May 13, 2009 | ||||
| Downloads | Client not archived | ||||
| al_version | Unspecified | ||||
| |||||
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Cave game tech test [1] or Cave Game tech demo[2] is the earliest publicized unreleased version of what would become Minecraft. It was made on May 13, 2009, between roughly 16:48[3] and 16:55 UTC.[4] A video of the game at this time was recorded by Notch sometime between 17:00 and 17:14 UTC, and uploaded at 17:36 on May 13.[5] It is the earliest known version of Minecraft, or what was then known as Cave Game, to have been recorded.
Development of the game started around May 10[6] or 11[7] to May 12 at the latest,[8] and continued up to May 13, 2009, adding the features that would be later seen in the Cave game tech test video.
Features
[edit | edit source]Blocks
[edit | edit source]- Not listed as a block at this time.
- Made with the same graphics from Notch's game RubyDung.
- Grass appears on fully lit tiles on the top 7 layers of the map.
- Had the same texture on all sides of the block.
- Made with the same graphics from Notch's game RubyDung.
- Its texture at this time would later be repurposed for cobblestone, while the block would later be renamed to stone.
Non-mob entities
[edit | edit source]- Currently has no model.
- Has a hitbox size of 0.6 blocks wide and 1.7 blocks tall.[9]
- Has an eye height of 1.62 blocks.
- Cannot perform any actions other than moving.
World generation
[edit | edit source]- Pass from the uppermost layer of the grass block to the penultimate layer of stone.
- Take about 0.1 seconds to generate.[10]
- The size of each chunk is 16×16 blocks.[11]
- Chunks are 16×16 blocks instead of 8×8 because 8×8 chunks decreased performance.[4]
- Chunks are loaded in order of their proximity to the player.[12]
- The player spawns in a 256×64×256 tile map.
- The game takes 20 seconds to generate a 256×64×256 map.[13]
- It was possible to fall out of the world, but it would not kill the player.
Gameplay
[edit | edit source]- WASD key use for movement.
- Space key for jumping.
- Moving the mouse moves the camera.
- Can’t break or place blocks.
- Holding down R causes the player to respawn in a random X and Z coordinate at Y=74 every game tick (which is 1/60th of a second long prior to rd-20090515) until the key is released.
- If the player falls into the void, they fall indefinitely until they press R.
General
[edit | edit source]- The lighting engine in Classic and pre-Classic was simple, with only 2 light levels, bright and dark.
- "Sunlight" is emitted by the top edge of the map and hits any block that is under it, regardless of distance. It passes through transparent blocks to light blocks underneath.
- Blocks that do not receive light are in a dim shadow that remains at the same level of brightness no matter how far they are from a light source.
- Blocks which are darkened also have a layer of thick, black fog applied to them, appearing darker when looked at from further distances. This caused weird visual quirks.
- The color of the sky is
#7FCCFF.
Videos
[edit | edit source]Original
Note: All videos from Nizzotch, Notch's YouTube channel, have been globally region-locked. Region-free archives of most videos are available.
Archive
Gallery
[edit | edit source]-
A cave
-
The chunks were loaded slow in this version
-
The bottom stone layers in this version
-
The ground in this version
-
A pit, with a contrast of light and dark on the left and right to illustrate the simplicity of the lighting engine in this version
References
[edit | edit source]- "lwjgl IRC logs" (archived) – Echelog, May 13, 2009 (UTC+2).
- Rotab's IRC logs on Archive.org; #minecraft.20090525.log. May 25, 2009 (UTC+2)
- ↑ a b "Cave game tech test" – (Archive) Nizzotch on YouTube, May 13, 2009
- ↑ a b "Cave Game tech demo!" (archived) – The Word of Notch, May 13, 2009.
- ↑ "lwjgl IRC logs" (archived) – Echelog, May 13, 2009 (UTC+2). "[18:48:38] <Notch_> I managed to force it to do as I want now. 72 fps, 288 chunk updates per second"
- ↑ a b LWJGL IRC logs: "[18:55:45] <Notch_> the chunk size is 16x16 now.." [...] "[18:56:47] <Notch_> 8x8 chunks are SLOWER"
- ↑ LWJGL IRC Logs: "[19:00:52] <Notch_> hmm, I wonder if I could make a vid of this" [...] "[19:14:02] <Notch_> haha, the video ended up at 1.05 GB" [...] "[19:15:36] <Notch_> well, this is annoying. I guess I have to recapture. Google has a limit of 2 gb" [...] "[19:36:42] <Notch_> upload complete, processing video" [...] "[19:50:18] <Notch_> ok, the quality is still crap until the processing finishes, but: http://www.youtube.com/watch?v=F9t3FREAZ-k"
- ↑ "About the game" (Archive) – Minecraft, June 2009.
- ↑ Rotab's IRC logs on Archive.org; #minecraft.20090525.log. May 25, 2009 (UTC+2). "(10:40:09) <@Notch> heh, the game game tech test video is from the 13'th"[...]"(10:40:18) <@Notch> that was after two days of work, so I started the 11'th, probably"
- ↑ LWJGL IRC Logs "[13:34:09] <Notch> i was trying to narrow down a performance issue last night."
- ↑ Cave game tech test video annotation: "The tiles are 1 m^3. The player is 1.7 meters tall."
- ↑ LWJGL IRC logs "[13:37:42] <Notch> rebuilding a chunk of these takes almost 100 ms, but that's everything, including tesselation, calculating lighting, and building the display list."
- ↑ LWJGL IRC logs "[13:37:08] <Notch> I've got chunks of blocks, 16x16x16 blocks. Each block can have a maximum of three quads, but that's worst case scenario"
- ↑ LWJGL IRC logs: "[19:51:48] <Notch_> i'll update tiles chunks the player first, and force a full update upon game start"
- ↑ LWJGL IRC logs: "[20:02:58] <Notch_> it takes like 20 seconds to grow a 256*256*64 map, though. :-\"
Navigation
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