Update README.md

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@ -23,9 +23,7 @@ I'm now working again on dynamic lights and realtime lighting: \
https://www.youtube.com/watch?v=1WT5AXZlsDc \
I've got dynamic lights and culling shadow casters to camera frustum working which should speed things up quite a bit. This is not in the master branch yet, still work in progress.
With realtime I am looking at allowing almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
I'll probably add a flag so a light can be static and the static shadow casters for that light can be merged into one optimized mesh.
Am currently working on global directional lights (think the sun). Global lights don't emanate from a room, therefore they must be handled differently in order to avoid having *every* object as a shadow caster. I'm doing this by allowing the user to specify 'areas', which are groups of rooms, and the global light when registered will affect an area (e.g. 'area_outside').
## Roadmap
* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE