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More style fixes.
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@ -76,10 +76,11 @@ The terrain generation is now handled by the new [world_generator](https://githu
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addon.
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Right now the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult,
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especially if you also have to mesh them in 3d. /
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especially if you also have to mesh them in 3d. \
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I think this solution can be extended later to be able to do a full continent / world randomization / generation.
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For now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\
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For now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.
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The position and size is predetermined by the designer. And then when a chunk needs to be generated it gets put into this world, and then these generate it's data.
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- World does mostly nothing on it's own for now, except for holding continents.
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@ -131,7 +132,7 @@ To build the editor on linux with 4 threads run the following command:
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``` scons bel -j4 ```
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I call this feature of the setup script build words. [See](#Build words).
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I call this feature of the setup script build words. [See](#build-words).
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Once the build finishes you can find the editor executable inside the `./engine/bin/` folder.
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@ -291,7 +292,7 @@ Now you can go ahead and compile godot normally.
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#### The required engine modules
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These are the required engine modules, they are listed here for completeness`s sake, the project's setup script will install these for you automatically! See the [Compiling](#compiling) section.
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These are the required engine modules, they are listed here for completeness`s sake, the project's setup script will install these for you automatically! See the [compiling](#compiling) section.
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https://github.com/Relintai/entity_spell_system.git \
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https://github.com/Relintai/ui_extensions.git \
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