updated readme

This commit is contained in:
2026-03-20 18:42:51 +03:30
parent d2d678de4a
commit a1eb6dcce5

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@@ -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. Right now the repo only contains branding assets. I haven't added gameplay screenshots yet.
<p align="center">
<img src="./logo-cropped.svg" alt="FastVoxel mark" width="220" />
</p>
If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like: 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: So right now a voxel is basically:
- `0` air - `0` -> air
- `1` solid - `1` -> solid
This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds. 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 - finishing the current terrain/world refactor
- adding real gameplay screenshots or gifs - adding real gameplay screenshots or gifs
- stabilizing the Godot-facing API - stabilizing the Godot-facing API
- multithreaded chunk generation (GOD HELP) - multithreaded chunk generation **(GOD HELP)**
- more voxel/material data in storage - more voxel/material data in storage
- improved greedy meshing and cross-chunk face handling - improved greedy meshing and cross-chunk face handling
- a small example Godot project using the addon - a small example Godot project using the addon