diff --git a/README.md b/README.md index cdf4a2b..837fbba 100644 --- a/README.md +++ b/README.md @@ -24,10 +24,6 @@ It's currently being refactored a bit, so some internal structure may change, bu Right now the repo only contains branding assets. I haven't added gameplay screenshots yet. -

- FastVoxel mark -

- If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like: ``` @@ -80,8 +76,8 @@ Instead of storing a struct per voxel, chunks store occupancy using packed `u32` So right now a voxel is basically: -- `0` → air -- `1` → solid +- `0` -> air +- `1` -> solid This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds. @@ -350,7 +346,7 @@ Some things likely coming next: - finishing the current terrain/world refactor - adding real gameplay screenshots or gifs - stabilizing the Godot-facing API -- multithreaded chunk generation (GOD HELP) +- multithreaded chunk generation **(GOD HELP)** - more voxel/material data in storage - improved greedy meshing and cross-chunk face handling - a small example Godot project using the addon