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@ -12,22 +12,21 @@ https://www.youtube.com/watch?v=uVwLltiouBs \
https://www.youtube.com/watch?v=xF_3Fe2HRdk \
https://www.youtube.com/watch?v=NmlWkkhGoJA
### Features
* Support for dynamic objects (DOBs)
* Dynamic lights
* Optional auto-generation of room bound convex hulls
* Internal lightmapping workflow (for baking lights in Godot)
* External lightmapping workflow (for baking lights in Blender etc)
* Single room mode (for non-portalled levels)
### Demos / Tutorials
https://github.com/lawnjelly/lportal-demos
_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
## Current status
As everything is now basically working, aside from bug fixing, my next stage is to build a demo game to show off the module and better test everything, probably a simple first person shooter.
The external lightmapping workflow is now basically working, as described in the instructions. This allows a higher quality result than is currently possible with the Godot lightmapper. LPortal can export your level as a collada (dae) file which you can uv map and bake a lightmap in blender. Note that I'm not yet exporting the materials, I may add this later as this will enable the material colours and properties to affect the baked lightmap (e.g. a green wall will reflect green colour).
The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
Dynamic lights are now working, both global (directional lights) and local (omnis and spotlights):\
https://www.youtube.com/watch?v=1WT5AXZlsDc
I have added a single room mode, which allows LPortal to speed up culling in games that haven't even been designed as rooms and portals.
As everything is now basically working, I am currently working on a small demo / test first person shooter game. This is helping me find bugs / add usability features as I go.
## Instructions
* [OVERVIEW](OCCLUSION_CULLING.md)
@ -41,11 +40,10 @@ I have added a single room mode, which allows LPortal to speed up culling in gam
* Recursive determine visibility DONE
* Prevent memory allocations (use pools for plane vectors) DONE
* Add support for objects moving between rooms - cameras, players, physics etc - DONE
* Refactor code, moving LRooms and LPortals outside scene graph DONE
* Cleanup code, Optimize DONE
* Handle special cases (multiple portals views into room etc) DONE
* Optimize non-moving statics DONE
* Optional convex hull bound for rooms DONE
* Auto convex hull bound generation DONE
* Add debug graphical view of portal planes DONE
* Add debug graphical view of room bounds DONE
* Dealing with shadows from objects outside of view DONE
@ -53,9 +51,10 @@ I have added a single room mode, which allows LPortal to speed up culling in gam
* Support for global directional lights (like the sun) DONE
* Internal baked lightmap workflow DONE
* External baked lightmap workflow DONE
* Switchable culling method DONE
* Bug fixing / testing ONGOING
* Demo game
* Demo game ONGOING
* Shadow caster optimization
* Closable portals
* PVS (primary and secondary)