MineClone aims to be everything MineCraft is. Only with less lag.
Before I talk about MineClone, go visit the real MineCraft. And buy it. MineCraft is an incredible game and it's only 14.99 Euro. What's more is you'd be supporting an indie game developer.
Current features of MineClone include:
Who? James Venning/Evilhamburger -- email@example.com
What? MineClone. A C++ imitation of MineCraft designed for performance.
When? Started February 2011. Updates will continue as long as MineCraft is also evolving.
Where? The land down under! (Australia)
Why? I like to play MineCraft on my laptop, however because it is so pitiful I get ~10FPS on all the lowest settings. Notch has created a great game, but poor choice of language (Java), Threading Model, along with inefficient code lead the game down the path of lag. (Sorry Notch, I'm being honest. (You're still awesome though))
Being the person I am, and being incredibly bored at the time, I decided to see if I could create a version of MineCraft in C++ which maintains a minimum of 75fps on poor hardware while delivering the graphics and render distance of MineCraft on maximum settings.
While I fully intend to put MineClone in the Public Domain* once I am finished, I am keeping it closed source for now. Maybe for Christmas. However, I am more than happy to hand out source snippets to anyone wondering how a certain feature is implemented, or to anyone just wanted to see how stuff works under-the-hood.
*Or maybe under something that lets me maintain ownership -- I haven't decided yet. But code will be released
MineClone is exclusively a Windows application, simply because I don't really like OpenGL. (Sorry!). MineClone uses DirectX 9 (To support older systems) and I'm not sure if Wine fully supports DirectX or not.