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minor tweaks to readme and contribution info
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alanszlosek committed Oct 30, 2016
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4 changes: 2 additions & 2 deletions CONTRIBUTING
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This is an exploratory project for me, but feel free to contribute! I welcome suggestions in any and all areas:
This is an exploratory project for me, but feel free to contribute! I welcome suggestions in any and all areas, but if you need suggestions:

* Improving efficiency of the engine
* Recommendations on how to write JavaScript better
* Additional avatars and textures
* Seriously, anything
* Better atmosphere and lighting

Simply fork my repo, commit your changes to your fork, and send me a pull request. Thanks for checking out the project!
16 changes: 7 additions & 9 deletions README.markdown
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voxeling
====

Inspired by [voxel-engine](https://github.com/maxogden/voxel-engine) and [voxel.js](http://voxeljs.com), this is a multiplayer sandbox (like Minecraft creation mode) implemented in WebGL with very few dependencies. Very much a work in progress.
Inspired by [voxel-engine](https://github.com/maxogden/voxel-engine) and [voxel.js](http://voxeljs.com), this is a multiplayer sandbox (like Minecraft creative mode) implemented in WebGL with very few dependencies. Very much a work in progress.

Demo: http://voxeling.greaterscope.com (Google Chrome and Firefox 46+)

More info: http://voxeling.tumblr.com/
Project blog: http://voxeling.tumblr.com/

Textures provided by:

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====

* Multiplayer, with maxogden, substack and viking skins
* Block creation and destruction (batch operations, too)
* Block creation and destruction (batch operations via click-and-drag)
* Jumping and flying
* First-person, over-shoulder, third person camera views (these need some love, though)
* Building materials and material picker dialog
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What I'm working on
====

* Sun, sky, day/night transition, weather
* Point light sources (eventually)
* Fix other server-side generators to match server-terraced API
* Fix camera movement in over-shoulder and third-person views
* Optimizations, always and forever
* Point light sources


Technical Features
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* LRU cache for minimizing trips to the file-system or database for frequently requested chunks
* Relatively flat architecture means it's easy to get a WebGL handle and the inverse camera matrix for drawing
* All IO and chunk meshing is done in a web worker, which keeps the framerate very high
* Frustum culling - only draw the stuff that's inside the viewport
* Uses view frustum to prioritize world chunk fetching
* Directional lighting
* Day and night cycle (still needs some love)

See it in action in the demo (Google Chrome only): http://voxeling.greaterscope.com
See it in action in the demo (Google Chrome or Firefox): http://voxeling.greaterscope.com

Or follow the installation instructions below to run it locally.

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