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Update README.md
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README.md
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README.md
@ -12,22 +12,21 @@ https://www.youtube.com/watch?v=uVwLltiouBs \
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https://www.youtube.com/watch?v=xF_3Fe2HRdk \
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https://www.youtube.com/watch?v=xF_3Fe2HRdk \
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https://www.youtube.com/watch?v=NmlWkkhGoJA
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https://www.youtube.com/watch?v=NmlWkkhGoJA
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### Features
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* Support for dynamic objects (DOBs)
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* Dynamic lights
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* Optional auto-generation of room bound convex hulls
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* Internal lightmapping workflow (for baking lights in Godot)
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* External lightmapping workflow (for baking lights in Blender etc)
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* Single room mode (for non-portalled levels)
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### Demos / Tutorials
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### Demos / Tutorials
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https://github.com/lawnjelly/lportal-demos
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https://github.com/lawnjelly/lportal-demos
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_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
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_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
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## Current status
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## Current status
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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.
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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.
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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).
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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.
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Dynamic lights are now working, both global (directional lights) and local (omnis and spotlights):\
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https://www.youtube.com/watch?v=1WT5AXZlsDc
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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.
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## Instructions
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## Instructions
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* [OVERVIEW](OCCLUSION_CULLING.md)
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* [OVERVIEW](OCCLUSION_CULLING.md)
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@ -41,11 +40,10 @@ I have added a single room mode, which allows LPortal to speed up culling in gam
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* Recursive determine visibility DONE
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* Recursive determine visibility DONE
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* Prevent memory allocations (use pools for plane vectors) DONE
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* Prevent memory allocations (use pools for plane vectors) DONE
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* Add support for objects moving between rooms - cameras, players, physics etc - DONE
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* Add support for objects moving between rooms - cameras, players, physics etc - DONE
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* Refactor code, moving LRooms and LPortals outside scene graph DONE
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* Cleanup code, Optimize DONE
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* Handle special cases (multiple portals views into room etc) DONE
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* Handle special cases (multiple portals views into room etc) DONE
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* Optimize non-moving statics DONE
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* Optimize non-moving statics DONE
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* Optional convex hull bound for rooms DONE
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* Optional convex hull bound for rooms DONE
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* Auto convex hull bound generation DONE
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* Add debug graphical view of portal planes DONE
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* Add debug graphical view of portal planes DONE
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* Add debug graphical view of room bounds DONE
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* Add debug graphical view of room bounds DONE
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* Dealing with shadows from objects outside of view DONE
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* Dealing with shadows from objects outside of view DONE
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* Support for global directional lights (like the sun) DONE
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* Support for global directional lights (like the sun) DONE
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* Internal baked lightmap workflow DONE
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* Internal baked lightmap workflow DONE
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* External baked lightmap workflow DONE
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* External baked lightmap workflow DONE
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* Switchable culling method DONE
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* Bug fixing / testing ONGOING
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* Bug fixing / testing ONGOING
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* Demo game
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* Demo game ONGOING
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* Shadow caster optimization
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* Shadow caster optimization
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* Closable portals
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* Closable portals
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* PVS (primary and secondary)
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* PVS (primary and secondary)
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