Skip to content

Commit

Permalink
Formatting Readme.rd
Browse files Browse the repository at this point in the history
I really don't have any idea about how this sintax even works
  • Loading branch information
Ivelate committed Feb 23, 2016
1 parent da50f17 commit 6f2e114
Showing 1 changed file with 15 additions and 14 deletions.
29 changes: 15 additions & 14 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,19 +3,20 @@
Voxel Graphic Engine with eh, cubes. Final Computer Science degree project by Víctor Arellano Vicente (Ivelate). Java / LWJGL / OpenGL

For now, it implements:
-Game name that doesnt sounds like Minecraft in any way.
-Glorious 3D cubes
-Optimization via culling: Supports up to 2500 32x32x32 simultaneous chunks in screen without lagging significantly (81.920.000 cubes, more or less. Awesome.)
-3D "infinite" procedural world (Using a 3D perlin noise function). The world loads dinamically around the player position. Total map width/length ~= 4 million km, area ~= 16 trillion km^2 (Almost 32.000 times the area of the earth) . Upon this place integers overflow and some weird (Fun) things happen.
-Lightning (Artificial and natural light, using a celular automata)
-Water shaders. Real-time reflections. Reallistic light absorption based on distance. Fresnel. Screen space reflections / ray marching.
-Complex shadows: Shadow mapping with cascade shadow mapping for multi-distance shadow precision. Culling on shadows, too.
-EXPLOSIONS (Not optimized yet though)
-Multithreading for chunk creation / updates, so map loading doesn't affect game FPS in any way.
-Day-night cycle (Atmospheric Scattering)
-Cool sunsets.
-Complex HUD: A gray point in the center of the screen
-Ugly textures: Paint, 5 minutes, atonishing results
-Collisions, walking, swimming, flying

- Game name that doesnt sounds like Minecraft in any way.
- Glorious 3D cubes
- Optimization via culling: Supports up to 2500 32x32x32 simultaneous chunks in screen without lagging significantly (81.920.000 cubes, more or less. Awesome.)
- 3D "infinite" procedural world (Using a 3D perlin noise function). The world loads dinamically around the player position. Total map width/length ~= 4 million km, area ~= 16 trillion km^2 (Almost 32.000 times the area of the earth) . Upon this place integers overflow and some weird (Fun) things happen.
- Lightning (Artificial and natural light, using a celular automata)
- Water shaders. Real-time reflections. Reallistic light absorption based on distance. Fresnel. Screen space reflections / ray marching.
- Complex shadows: Shadow mapping with cascade shadow mapping for multi-distance shadow precision. Culling on shadows, too.
- EXPLOSIONS (Not optimized yet though)
- Multithreading for chunk creation / updates, so map loading doesn't affect game FPS in any way.
- Day-night cycle (Atmospheric Scattering)
- Cool sunsets.
- Complex HUD: A gray point in the center of the screen
- Ugly textures: Paint, 5 minutes, atonishing results
- Collisions, walking, swimming, flying

And much more yet to come!

0 comments on commit 6f2e114

Please sign in to comment.