X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=README.md;h=77e4abbe93b92f197a89fb15e13ae14038f7ec8b;hb=c5833cc31379c9d6da114a73b1741736666f3397;hp=64b05680be5d8a310a62703de13e90cff6f2c084;hpb=0dd80a16dda5c317ca0666e3863fb34ee821d2a4;p=dragonblocks_alpha.git diff --git a/README.md b/README.md index 64b0568..77e4abb 100644 --- a/README.md +++ b/README.md @@ -1,28 +1,104 @@ -# Dragonblocks alpha +# Dragonblocks Alpha + +A multiplayer voxelgame for POSIX systems. + +Head to for snapshot and release builds. + +## Invocation -## Usage ```bash ./DragonblocksServer ./Dragonblocks
``` -The server will save the map to a file named "map" in the directory it is run in. It will also load the map from there at startup, given that the file exists. +or alternatively: + +```bash +./singleplayer.sh +``` + +## Controls + +| Key | Action | +|-|-| +| W | Move Forward | +| A | Move Left | +| S | Move Backward | +| D | Move Right | +| Space | Jump / When flying: Move Up | +| Left Shift | When flying: Move Down | +| F | Toggle flight | +| C | Toggle collision | +| F11 | Toggle fullscreen | +| ESC | Pause / unpause game | + +## Dependencies + +The client depends on GLFW3, OpenGL, GLEW and Freetype. + +```bash +sudo apt install libgl1-mesa-dri libglfw3 libglew2.1 libfreetype6 +``` + +The server depends on SQLite3. + +```bash +sudo apt install libsqlite3-0 +``` + +both the client and the server depend on ZLib. + +```bash +sudo apt install zlib1g +``` + +## Current Features +- Multiplayer +- Map generation with mountains and blended biomes that determine grass color +- Physics +- FPS Camera +- Mipmapping, Antialiasing, Shaders +- HUD +- Saving the map to a SQLite3 database +- Multithreading for map generation, mesh generation and network +- Handlers for SIGINT und SIGTERM (just Ctrl+C to shut down the server) + +## Usage + +### Server +The server currently stores the world database (world.sqlite) in the current working directory, and it will stay like that. +If you want to have multiple worlds, just run the DragonblocksServer process from different directories. +It's up to you how you organize the world folders, which is an advantage since the program really just "does one thing well" +without having to search your system for share directories or maintaining a world list (like Minetest does). + +### Client / Singleplayer +The Dragonblocks client itself does not and will not have a Main menu. It goes against the already mentioned UNIX philosophy to have a binary +that does multiple things at once. For now, there is a singleplayer script that launches a server and a client, and in the future a launcher +will be added that is used to do all the stuff that users nowadays don't want to do themselves, like showing you a list of worlds and launching the +server in the correct directory, as well as updating the game and managing game versions for you. It's gonna do the ugly `~/.program_name`, but you +wont't have to use it if you don't want to. -## Client commands: -- `setnode `: set a node somewhere -- `getnode `: download the mapblock containing the node at x y z from server -- `printnode `: print the node at x y z (download the mapblock using getnode first) -- `kick `: kick a player -- `disconnect`: disconnect from server +### Modding +Dragonblocks Alpha does not and will most likely never have a modding API. If anything, a Lua plugin API will be added. +It would be possible to have a native modding API for a C project (as demonstrated by [dungeon_game](https://github.com/EliasFleckenstein03/dungeon_game)), +but it would remove simplicity and, most importantly, remove optimisation possibilities. +The way you are meant to mod dragonblocks is by simply forking it on github and modifiying the game directly. To use multiple mods together, just git merge them. +If there are conflicts, the mods would likely not be compatible anyway. -All positions are signed integers (`s32`) +## Project Goals +The name "Dragonblocks _Alpha_" does not have anything to do with the game being in early development (which it is tho), it's just the game's name. -## Nodes: -- `unloaded`: used for nodes in unloaded mapblocks -- `air`: default node in newly generated mapblocks -- `dirt` -- `grass` -- `stone` -- `invalid`: unknown nodes received from server +### What Dragonblocks Alpha aims to achieve +- A voxelgame inspired by Minecraft and Veloren, with the techical side being inspired by Minetest +- Exciting and feature-rich gameplay with the focus on exploring and adventuring, while still being multi-optional and not too bloated +- A simple structure and invocation syntax +- Using modern OpenGL to combine performance with graphics quality on high-end computers +- Portability between PCs running POSIX systems (various Linux Distributions, BSD, MacOS, Plan 9) -Interrupt handlers for SIGINT und SIGTERM are implemented. +### What Dragonblocks Alpha does not aim to achieve +- Portability to Windows or Phones / Consoles +- Good performance on low-end PCs +- A fixed story or lore +- Cloning Minecraft behavior +- Replacement for Minecraft and / or Minetest +- An engine