Updated readme

This commit is contained in:
Sasha Koshka
2021-05-12 15:27:15 -04:00
parent cbf08fcf19
commit 0700f4c04f
+26 -10
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@@ -13,17 +13,21 @@ This project is an attempt to translate the game into C in order to increase its
## Bug list
* "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.
* Block outline cuts off at mouse x position.
* Raycaster breaks at -64 along any axis
## Goals for this project
## Some goals for this project
* Maintaining the original look and feel as closely as possible.
* Keeping the final executable under 10 KB (on Linux, with the system I have set up in the makefile)
* More blocks
* Perlin noise terrain generation (water, caves, etc)
* Infinite worlds, possibly vertically too
* Mobs and multiplayer (this would require changing the rendering engine to some degree)
* Day/night??? I don't know whether or not this would change the look or feel too much.
* Maintaining the original look and feel as closely as possible. ✅️
* Keeping the final executable under 20 KB (on Linux, with the system I have set up in the makefile) ✅️
* More blocks 🏗️
* Perlin noise terrain generation ✅️ (water, caves, etc) 🏗️
* Infinite worlds, possibly vertically too 🏗️
* Mobs and multiplayer (this would require changing the rendering engine to some degree) 🏗️
* Day/night ✅️
*✅️ - got that!*
*🏗️ - not yet...*
## Dependencies
@@ -54,4 +58,16 @@ Run `win-build.bat`. Inside of the `win` directory, you will find `m4kc.exe` and
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)
I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)
I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)
## FAQ
I've either been asked these, or I expect to be at some point.
> What's with the cryptic variable names like `f22` and `i6`?
A lot of this code is decompiled from the original java version, and those are names the compiler assigned to the variables.
> Why is it so slow?
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.