Major Rewrite #1
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README.md
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README.md
@@ -24,10 +24,6 @@ It's currently being refactored a bit, so some internal structure may change, bu
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Right now the repo only contains branding assets. I haven't added gameplay screenshots yet.
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Right now the repo only contains branding assets. I haven't added gameplay screenshots yet.
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<p align="center">
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<img src="./logo-cropped.svg" alt="FastVoxel mark" width="220" />
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</p>
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If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like:
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If you want to add screenshots that show directly on the README, the easiest thing is to just drop images somewhere like:
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```
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```
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@@ -80,8 +76,8 @@ Instead of storing a struct per voxel, chunks store occupancy using packed `u32`
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So right now a voxel is basically:
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So right now a voxel is basically:
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- `0` → air
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- `0` -> air
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- `1` → solid
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- `1` -> solid
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This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds.
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This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds.
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@@ -350,7 +346,7 @@ Some things likely coming next:
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- finishing the current terrain/world refactor
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- finishing the current terrain/world refactor
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- adding real gameplay screenshots or gifs
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- adding real gameplay screenshots or gifs
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- stabilizing the Godot-facing API
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- stabilizing the Godot-facing API
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- multithreaded chunk generation (GOD HELP)
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- multithreaded chunk generation **(GOD HELP)**
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- more voxel/material data in storage
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- more voxel/material data in storage
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- improved greedy meshing and cross-chunk face handling
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- improved greedy meshing and cross-chunk face handling
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- a small example Godot project using the addon
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- a small example Godot project using the addon
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