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.
<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:
```
@@ -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