********************************************************************
*  Welcome to the "Readme.txt" file of the Artisamine 3D project.  *
********************************************************************


What is the Artisamine 3D project?
**************************************

Artisamine 3D is a first-person video game coded in C# (using the Monogame library, the unofficial successor to Microsoft's XNA project).

It absolutely requires .NET 9.0 to run.

The current version is Alpha 0.0.9.


When did the project start, and what motivated it?
********************************************************

The project began in January 2026. It was created to experiment with
3D environment programming. I had started
on XNA in 2012, but I hadn't achieved very convincing results.

Nevertheless, this year I decided to start from scratch with the help of
ChatGPT. I really like Minecraft, and I wanted to make a similar game. Even though mine isn't very advanced, it's done.


Was there a 2D version?
*******************************

Absolutely, it was made in Visual Basic .NET 2010. But I made it
about fifteen years ago; it was quite sophisticated, but I won't
discuss it further here, due to its very experimental nature,
if I may use that word.


What are the features of the game Artisamine 3D?

**************************************************

It's a 3D sandbox game. You can place cubes wherever you want, within the map's boundaries. Artisamine 3D is inspired by Minecraft in its "classic" era, where the environment was clearly limited, and blocks were few in number. In short, it's a very simple, fairly basic, but also very playable cube game.


So how do you use it?
*************************

To move the character in first-person view, you must use the arrow keys on your keyboard. You can also use the W, A, S, and D keys.

Once you open the game, you can explore every corner of the map, the boundaries of which are determined in the map creator. The dimensions are:

64x64 blocks, 128x128 blocks, 256x256 blocks, and 512x512 blocks (note
that the latter may require a fast PC). You can also choose
the environment biome: floating island, sea island, or flat terrain.

A bit like in Minecraft Classic, all things considered. Using a checkbox, you
can also choose to create archipelagos (the algorithm will generate small individual islands) and/or plantations.

In the "sea island" biome, a sea surrounds the map; you can swim in it,
but beyond a certain point, it's no longer part of the map, and the player's movements
are restricted. There is a seabed. But in the floating island biome, there is neither land nor sea. If you fall too far below the map, the character will be teleported
back to the spawn point.

Mouse Actions:
* Left Click: Break a block.
* Right Click: Place a block (the one to be placed is displayed in the upper right corner of the screen).
* Mouse Scroll: Switch between ten available blocks.
* Mouse Movement: Move the character's viewpoint.

Keyboard Actions:

* ESCAPE: When the game is running, opens the pause screen. Otherwise, goes back one screen. On the title screen, it closes the game.
* Arrow Keys: Move the character left, right, forward, and backward.
* SPACE: Jump and swim. In fly mode, it allows you to fly upwards. Do not hold SPACE before entering fly mode, or the character will fly continuously.
* SHIFT: In fly mode, allows you to descend to the ground.
* G: Respawn at the starting point. Useful if you get lost or stuck in the map.
* F: Toggles fly mode (the mode for flying around the map).
* +, -: Select a different block. Useful if you don't have a scroll wheel on your mouse or keyboard shortcuts, like on some laptops.
* F2: Displays the debugger (FPS counter, location, keyboard shortcuts, etc.)
* F11: Full screen.

Experimental features:
* N: Enables night mode. Everything will appear darker. You can disable it at any time.
* X: Enables X-ray mode. Allows you to see tunnels through the ground.
* L: Forces a recalculation of the lighting. Can be useful if you detect a bug with the lighting system.


What blocks are available?
*****************************

To change the block to be placed, simply use the mouse wheel, or
press the + or - keys. The selected block is displayed in the top right
of the screen as an isometric icon, preceded by a label.

The implemented blocks are as follows:
* Grass
* Dirt
* Rock
* Dirty Rock (transition between dirt and rock; this block does not exist in Minecraft)
* Sand
* Log
* Leaves
* Water (spreads very quickly!)
* Flowery grove (foliage with flowers, very decorative)
* Flowerbed (randomly generated on the map)
* Wooden Planks
* Glass
* Purple Flower
* Red Flower
* Blue Flower
* Red, orange, yellow, green, cyan, blue, purple, and white blocks.
* Gold and silver blocks
* Lantern
* Red beacon
* Wire mesh
* GM block (similar to those seen in Game Maker)

There are two blocks that are inaccessible to the user:

* Air (where no block is present; when a block is destroyed, an air block is ultimately placed)
* Adminium (also known as Bedrock in post-Classic versions of Minecraft; this block defines the buildable area and cannot be destroyed).

Note: Due to depth-ordering issues, leaves blocks are no longer translucent.
Furthermore, sand is not yet affected by gravity.


New features compared to Alpha 0.0.8:
******************************************

* Brightness is recalculated each time a block is placed or destroyed;
* Added the "GM Block." This block is inspired by Game Maker;
* Title screen with clickable buttons;
* Map manager (list, rename, delete, etc.);
* New map format that supports map size, biome type, and a unique header;
* The leaf block is now opaque to prevent display bugs;
* Fly mode;
* Map creation tool;
* Fixed various other bugs.


New features compared to Alpha 0.0.7:
******************************************

* Integrated a linear lighting system with 16 values ​​(0 to 15). * Added gold and silver blocks.
* Added lantern block, red beacon, and wire mesh.
* Fixed major bugs that could cause the game to crash at the map's edge.
* Fixed bugs related to the "B" function for draining the map's water.
* Added a seabed to the map. It covers the seabed; the map no longer features an infinite sky (I liked it, but oh well).
* Changed the map size to 128x128x64 instead of 192x192x64.
* Updated night mode; it sets the brightness to 7 and allows you to see the lanterns in action.
* There's a chance that each computer-generated tunnel entrance will be marked with two red beacons.
* Generated maps are no longer cube-shaped but display irregular terrain with rounded edges.
* Generated submerged beaches.
* Broken blocks release particles in the colors of their dominant color.


Future Version Plans:
**************************************

* Bug fixes (some still need to be found!)
* More precise block selection during placement
* Multiplayer mode
* Compressed map format
* Etc.


Disclaimer:
***********

This is a freeware project. This is the first time I've coded a 3D video game with such dedication. Therefore, please understand that it is not as polished and stable as Minecraft. No warranty is provided with this product. In case of software or hardware damage, the author will not be held responsible. The product may be redistributed, but not sold.

Copyright (c) 2026 Monokeros, all rights reserved.



