X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=README.md;h=baa5eece7855deb29553b8e5118b53009e8b7620;hb=639fa5993f09233549234982532d68c74f6ea5ac;hp=225e72a65117c189f80315366c9f1a35ba9ca926;hpb=da66a867f706aacf843007d3cf309b7df1d54d66;p=dragonblocks_alpha.git diff --git a/README.md b/README.md index 225e72a..baa5eec 100644 --- a/README.md +++ b/README.md @@ -1,26 +1,122 @@ -# Dragonblocks alpha +# Dragonblocks Alpha + +A multiplayer voxelgame for POSIX systems. + +Head to for ubuntu snapshot and release builds. + +## Invocation -## Usage ```bash ./DragonblocksServer ./Dragonblocks
``` -## 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 +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 | +| T | Toggle timelapse | +| F2 | Take screenshot | +| F3 | Toggle debug info | +| F11 | Toggle fullscreen | +| ESC | Pause / unpause game | + +## Dependencies + +Both the client and the server depend on ZLib. +The client depends on GLFW3, OpenGL, GLEW and Freetype. +The server depends on SQLite3. + +Ubuntu / Debian: + +```bash +sudo apt install zlib1g libgl1-mesa-dri libglfw3 libglew2.1 libfreetype6 libsqlite3-0 + +``` + +FreeBSD: + +```csh +sudo pkg install lzlib mesa-dri glfw glew freetype sqlite3 +``` + +OpenBSD: + +```sh +sudo pkg_add lzlib glfw glew freetype sqlite3 +``` + +## Setup Requirements +Dragonblocks Alpha targets PCs only. Non x86-64 platforms may work, however there is no guarantee whatsoever. +You need a POSIX system conforming to the ISO C and POSIX 2008 standards. However, so far only GNU/Linux systems, in particular Ubuntu and Debian, have been tested. +The minimum OpenGL version is 4.6.0. Dragonblocks has been tested on Intel Integrated and NVIDIA GPUs, however other graphics cards should work as well. +A PC with at least 4 CPU cores is recommended, but not necessarily required. + +## Current Features +- Multiplayer, Animated player model, Nametags +- Mountains, snow, temperature and humidity, dynamic grass color, oceans and beaches, vulcanos, boulders +- Physics +- FPS Camera +- Mipmapping, Antialiasing, Face Culling, Frustum Culling, Diffuse Lighting, Skybox, Fog +- Taking screenshots +- Daylight cycle +- GUI +- Saving terrain, player positions and other data to a SQLite3 database +- Multithreaded terrain generation, mesh generation and networking +- Handlers for SIGINT und SIGTERM (just Ctrl+C to shut down the server) +- Log levels: error, warning, access, action, info, verbose +- Loading assets such as textures, models, schematics, shaders and fonts from files + +## 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. + +### 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 (focus: Linux, BSD, MacOS, Plan 9 APE, Windows MinGW) -Interrupt handlers for SIGINT und SIGTERM are implemented. +### What Dragonblocks Alpha does not aim to achieve +- Portability to Phones / Consoles +- Good performance on low-end PCs +- A fixed story or lore +- Cloning Minecraft behavior +- Replacement for Minecraft and / or Minetest +- An engine