Java Edition pre-Classic (intermediate builds)
May 10-12, 2009
|This article's name is conjectural.|
An official name is yet to be given to the subject matter and may change at any time.
|This version may not exist|
The existence of this version has been assumed based on indirect evidence but there is no direct proof it exists.
A number of pre-Classic versions of Minecraft (then called Cave Game) were made from May 10 to May 12, 2009. They added features that would be later seen in the Cave game tech test video, which showcases version rd-132151. No footage exists of these builds.
- The lighting engine in Classic was simple, with only two 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.
- They take about 1⁄10 of a second to generate each.
- They are 8×8 blocks instead of the 16x16 chunks that are in Minecraft today.
- World generation
- 256×64×256 tile map.
- Reached down until a few blocks before the last layer of cobblestone, making a ravine.
- Creative mode
- This was an extremely basic version of it. The player could not fly or place/remove blocks and there was no inventory or hotbar to get them from.
- Not listed internally as a block at this time.
- Made with the same graphics from Notch's game RubyDung.
- Made with the same graphics from RubyDung.
- Grass generation is randomized, but it will only generate on fully lit tiles. The higher the Y level is, the more chance there will be of Grass generating. At Y = 0, Grass will generate on all fully lit tiles. World generation cannot generate any blocks above Y = 0.
- "lwjgl IRC logs" – Echelog, May 13, 2009.
- [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.
- [13:47:17] <Notch> 8 floats per vertex, 4 vertices per quad, worst case 8*8*8*3 quads per chunk, that's almost 24 kb per chunk