Add more info to README file
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README.md
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README.md
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# Dragonblocks alpha
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# Dragonblocks Alpha
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A multiplayer voxelgame for POSIX systems.
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## Usage
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Head to <https://www.elidragon.com/dragonblocks_alpha/> for snapshot and release builds.
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## Invocation
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```bash
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./DragonblocksServer <port>
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./singleplayer.sh
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```
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The server stores the map in map.sqlite (in the current directory).
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Interrupt handlers for SIGINT und SIGTERM are implemented.
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## Controls
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Use W, A, S and D to move forward / left / backward / right and Space to jump.
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```bash
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sudo apt install zlib1g
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```
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## Current Features
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- Multiplayer
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- Map generation with mountains and blended biomes that determine grass color
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- Physics
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- FPS Camera
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- Mipmapping, Antialiasing, Shaders
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- HUD
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- Saving the map to a SQLite3 database
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- Multithreading for map generation, mesh generation and network
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- Handlers for SIGINT und SIGTERM (just Ctrl+C to shut down the server)
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## Usage
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### Server
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The server currently stores all the world files (currently only map.sqlite) in the current working directory, and it will stay like that.
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If you want to have multiple worlds, just run the DragonblocksServer process from different directories.
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It's up to you how you organize the world folders, which is an advantage since the program really just "does one thing well"
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without having to search your system for share directories or maintaining a world list (like Minetest does).
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### Client / Singleplayer
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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
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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
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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
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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
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wont't have to use it if you don't want to.
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### Modding
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Dragonblocks Alpha does not and will most likely never have a modding API. If anything, a Lua plugin API will be added.
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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)),
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but it would remove simplicity and, most importantly, remove optimisation possibilities.
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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.
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If there are conflicts, the mods would likely not be compatible anyway.
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## Project Goals
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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.
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### What Dragonblocks Alpha aims to achieve
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- A voxelgame inspired by Minecraft and Veloren, with the techical side being inspired by Minetest
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- Exciting and feature-rich gameplay with the focus on exploring and adventuring, while still being multi-optional and not too bloated
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- A simple structure and invocation syntax
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- Using modern OpenGL to combine performance with graphics quality on high-end computers
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- Portability between PCs running POSIX systems (various Linux Distributions, BSD, MacOS, Plan 9)
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### What Dragonblocks Alpha does not aim to achieve
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- Portability to Windows or Phones / Consoles
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- Good performance on low-end PCs
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- A fixed story or lore
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- Cloning Minecraft behavior
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- Replacement for Minecraft and / or Minetest
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- An engine
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