mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-23 05:17:20 +01:00
Update README.md
This commit is contained in:
parent
a451140079
commit
3aa5f77182
25
README.md
25
README.md
@ -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)
|
||||
|
Loading…
Reference in New Issue
Block a user