Updated readme
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@@ -13,17 +13,21 @@ This project is an attempt to translate the game into C in order to increase its
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## Bug list
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* "Sticky" block collision - this behavior is present in the original version and I have been trying to work out ways to fix it for a while.
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* Block outline cuts off at mouse x position.
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* Raycaster breaks at -64 along any axis
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## Goals for this project
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## Some goals for this project
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* Maintaining the original look and feel as closely as possible.
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* Keeping the final executable under 10 KB (on Linux, with the system I have set up in the makefile)
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* More blocks
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* Perlin noise terrain generation (water, caves, etc)
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* Infinite worlds, possibly vertically too
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* Mobs and multiplayer (this would require changing the rendering engine to some degree)
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* Day/night??? I don't know whether or not this would change the look or feel too much.
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* Maintaining the original look and feel as closely as possible. ✅️
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* Keeping the final executable under 20 KB (on Linux, with the system I have set up in the makefile) ✅️
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* More blocks 🏗️
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* Perlin noise terrain generation ✅️ (water, caves, etc) 🏗️
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* Infinite worlds, possibly vertically too 🏗️
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* Mobs and multiplayer (this would require changing the rendering engine to some degree) 🏗️
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* Day/night ✅️
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*✅️ - got that!*
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*🏗️ - not yet...*
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## Dependencies
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@@ -54,4 +58,16 @@ Run `win-build.bat`. Inside of the `win` directory, you will find `m4kc.exe` and
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There is a forum thread for this project [here](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/3081789-minecraft-4k-c-rewrite)
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I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)
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I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)
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## FAQ
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I've either been asked these, or I expect to be at some point.
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> What's with the cryptic variable names like `f22` and `i6`?
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A lot of this code is decompiled from the original java version, and those are names the compiler assigned to the variables.
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> Why is it so slow?
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The game uses a 3D voxel raycaster to render things, which is a lot slower than more traditional methods of rendering. Luckily, C provides more powerful ways to optimize something like this than Java - and optimizations will keep coming.
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