First post, by sworks5654
CloneMC V2.0 is now an experimental, open-source recreation of Beta 1.7.3 v written primarily in C89 with Open Watcom V2.0 and rendered using the fixed-function OpenGL 1.1 pipeline and rendering.
This program is able to run on Windows 2000/XP systems and even Windows 98 systems and was way better optimized and actually designed to run on older hardware compared to the first version
The project currently is designed to reproduce and basically has almost every implementations of gameplay, world behavior, visual style, menus, entities, redstone systems, and even able to load, render, and save Java worlds properly
CloneMC V2.0 this time also had extensive development and technical documentation for all aspects of the program:
Complete engine architecture
Source-directory responsibilities
C, header, and include-manifest roles
State-mutation ownership
Rendering order
Chunk lifecycle
World saving
NBT and McRegion storage
Entities and models
Redstone
GUI systems
Performance budgets
Testing and debugging
How to add new blocks, items, entities, recipes, and screens
To Run the program: download the source code zip from
Unlike modern voxel engines, CloneMC uses entirely C and uses Open Gl 1.1 rendering which was able to get hundreds of FPS and have good performance in systems!
Example of Implementation: World Generation includes Java-derived behavior for:
Seeded deterministic generation
Perlin and octave noise
Terrain density interpolation
Biome temperature and humidity
Grass, dirt, sand, gravel, stone, and bedrock layers
Oceans, beaches, caves, ores, vegetation, and snow
Surface replacement based on biome
Population and decoration ordering
Overworld and Nether-style dimensions
Chunk loading, generation, population, lighting, and meshing as separate states
Terrain generation is isolated from rendering. Visibility checks and terrain drawing are not permitted to generate hidden chunks.
Example How Chunks Are Rendered For Performance On Older Hardware:
Selectable resident-chunk limits
Nearest-first chunk admission
Bounded chunk generation per frame
Bounded population and lighting work
Staged mesh construction
Separate opaque, cutout, and translucent rendering passes
Persistent meshes until replacements succeed
Neighbor-border invalidation
Geometry and lighting version tracking
Conservative frustum handling
Recent-visibility protection
Mesh memory limits
No hidden terrain loads from rendering code
The renderer uses the legacy fixed-function OpenGL pipeline of OpenGL 1.1 graphics
It does not require "currently":
GLSL shaders
Framebuffer objects
Compute shaders
Geometry shaders
Modern vertex-array objects
Persistent mapped buffers
DirectX 11 or 12
Vulkan
A modern Java runtime
One of CloneMC’s primary goals is compatibility with computers that cannot run modern game engines or struggle with performance, currently however, this program has support mainly towards Windows machines.
The project targets:
Windows 2000 SP4 or later, subject to available OpenGL and audio drivers
Windows XP SP3 recommended for older systems
"Possible to Work On Windows 98"
Modern Windows versions may run the program through the same Win32 build
Minimum processor
Approximately 800 MHz Pentium III, Athlon, or comparable x86 processor
SSE should not be assumed unless explicitly enabled by a separate build
Approximately 1.5 GHz or faster is recommended for world generation
Minimum memory
256 MB system RAM for very small chunk limits
512 MB recommended
1 GB recommended for larger worlds, higher chunk limits, and more entities
Minimum Requirements:
OpenGL 1.1-compatible graphics adapter,
Approximately 16 MB video memory, recommended is 64-128mb of vram
Working 16-bit or 32-bit color desktop mode
Around 256mb of Ram
Hardware texture support
A stable vendor OpenGL driver is strongly recommended, but Open Gl 1.1 can work
Development Of Project If Needed:
CloneMC uses Open Watcom and a unity-style build.
Typical build command:
wmake -f Makefile.wat rebuild
Run native diagnostics with:
CloneMC.exe -selftest
Developers Should Review:
Makefile.wat
The linker response file
project2finalalpharecreation.c
Shared subsystem headers
Unity include manifests
Module-registration manifests
Asset paths
Version and executable-name definitions
Contributions is recommended to preserve the project’s core constraints:
C89 compatibility
Open Watcom compatibility
OpenGL 1.1 compatibility
No mandatory shaders
Bounded memory usage
Bounded per-frame work
Transactional save behavior
Java-compatible gameplay where intended
Clean separation of subsystem ownership
This project is kind of just a side project really and development may not reach far as I am pretty sure Beta 1.7.3, the full java version, can work fine if not a bit better on Windows 98/2000/Xp Systems because of how old it was and even newer versions of the game to work on them, but it was still a cool project, and the documentation could help people if they want to build like an efficient CAD program which is recommended.
Link to Github: https://github.com/sworks692/CloneMC-V2.0-Ent … l-1.1/tree/main
the repo is a bit of a mess but could be fixed soon