[README] Updated.
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@ -3,3 +3,23 @@ h1. KubKraft
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h2. By Quentin Bazin (aka. Quent42340)
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* KubKraft is a Minecraft-like game.
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h2. Keys
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* View: mouse controlled
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* Movement: @Z@, @Q@, @S@ and @D@
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* Land: @Shift@
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* Fly: @Space@
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* Exit: @Escape@
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h2. How to compile (Linux and Mac OS-X only)
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* Required: @SDL@ (>= 2.0), @OpenGL@ (=> 2.1), @glm@
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* Run @make@ at the root of the game folder
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* Run @make run@, and enjoy!
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h2. Note for Windows users
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* Windows requires @glew@ to compile
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* The @Makefile@ is not yet compatible with Windows
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@ -22,8 +22,11 @@
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#include <glm/glm.hpp>
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#define RADIANS_PER_DEGREES 0.0174532925199
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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#define RADIANS_PER_DEGREES 0.0174532925199
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class Camera {
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public:
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@ -37,7 +37,8 @@ class Chunk {
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u8 getBlock(s8 x, s8 y, s8 z);
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s32 getVertexID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate, u8 nbCoordinates = 3);
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s32 getVertexID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate);
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s32 getTexCoordID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate);
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static float noise2d(float x, float y, int seed, int octaves, float persistence);
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static float noise3d_abs(float x, float y, float z, int seed, int octaves, float persistence);
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@ -180,8 +180,8 @@ void Chunk::update() {
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m_vertices[m_verticesID[getVertexID(x - 1, y, z, 5, 0, 0)]] += 1;
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m_vertices[m_verticesID[getVertexID(x - 1, y, z, 5, 1, 0)]] += 1;
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m_texCoords[m_verticesID[getVertexID(x - 1, y, z, 5, 0, 0, 2)]] += 1;
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m_texCoords[m_verticesID[getVertexID(x - 1, y, z, 5, 1, 0, 2)]] += 1;
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m_texCoords[getTexCoordID(x - 1, y, z, 5, 0, 0)] += 1;
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m_texCoords[getTexCoordID(x - 1, y, z, 5, 1, 0)] += 1;
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//m_texCoords[getTexCoordID(x - 1, y, z, 5, 0, 1, skipped)] += 1;
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//m_texCoords[getTexCoordID(x - 1, y, z, 5, 1, 1)] += 1;
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@ -283,8 +283,12 @@ u8 Chunk::getBlock(s8 x, s8 y, s8 z) {
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}
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}
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s32 Chunk::getVertexID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate, u8 nbCoordinates) {
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return (j + i * 4 + x * 4 * 6 + y * 4 * 6 * Chunk::width + z * 4 * 6 * Chunk::width * Chunk::height) * nbCoordinates + coordinate;
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s32 Chunk::getVertexID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate) {
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return (j + i * 4 + x * 4 * 6 + y * 4 * 6 * Chunk::width + z * 4 * 6 * Chunk::width * Chunk::height) * 3 + coordinate;
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}
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s32 Chunk::getTexCoordID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate) {
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return m_verticesID[getVertexID(x, y, z, i, j, coordinate)] - m_vertices.size() / 3;
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}
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float Chunk::noise2d(float x, float y, int seed, int octaves, float persistence) {
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