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Relintai 2022-01-09 23:24:08 +01:00
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@ -30,17 +30,14 @@ Currently [my fork](https://github.com/Relintai/godot) of godot is used as a bas
This contains a port of [TokageItLab's SkeletonEditor pr](https://github.com/godotengine/godot/pull/45699).\
The original godot source will likely work too if you want that for some reason.
Also the engine needs to have some engine modules built in. For example:
The engine needs to have some engine modules built in. For example:
Except for a few scripts, entities, spells and auras are handled by the
- Except for a few scripts, entities, spells and auras are handled by the
[entity_spell_system](https://github.com/Relintai/entity_spell_system)
module c++ side.
Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
module, on the c++ side.
- Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
- The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
- Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
These come from the [MeshDataResource](https://github.com/Relintai/mesh_data_resource) module.
Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.