X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=README.md;h=e3ff937a8864ecc7f73b171f908166a301e1851a;hb=a354467dfc72ca5b8be8cba65f975efc4a920d35;hp=540e775d80e98ae3935f91e9624275338874a333;hpb=95bb0b4f1a12ac0449dd73ae491ca733b34872d5;p=dragonblocks_alpha.git diff --git a/README.md b/README.md index 540e775..e3ff937 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,10 @@ -# Dragonblocks alpha +# Dragonblocks Alpha A multiplayer voxelgame for POSIX systems. -## Usage +Head to for ubuntu snapshot and release builds. + +## Invocation ```bash ./DragonblocksServer @@ -15,30 +17,104 @@ or alternatively: ./singleplayer.sh ``` -The server stores the map in map.sqlite (in the current directory). - -Interrupt handlers for SIGINT und SIGTERM are implemented. - ## Controls -Use W, A, S and D to fly forward / left / backward / right and Space / Shift to fly up / down. +| 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 -The client depends on GLFW3, OpenGL and GLEW. +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 libgl1-mesa-dri libglfw3 libglew2.1 +sudo apt install zlib1g libgl1-mesa-dri libglfw3 libglew2.1 libfreetype6 libsqlite3-0 + ``` -The server depends on SQLite3. +FreeBSD: -```bash -sudo apt install libsqlite3-0 +```csh +sudo pkg install lzlib mesa-dri glfw glew freetype sqlite3 ``` -both the client and the server depend on ZLib. +OpenBSD: -```bash -sudo apt install zlib1g +```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 necessarly required. + +## Current Features +- Multiplayer +- 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 map, player positions and other data to a SQLite3 database +- Multithreaded map generation, mesh generation and networking +- 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. + +### 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. + +## 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. + +### 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) + +### 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