update readmes

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Bixilon 2022-09-03 21:02:38 +02:00
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@ -14,7 +14,7 @@ Minosoft is an open source minecraft client, written from scratch in kotlin (and
- Rendering
- Connect with any version to any server (1.7 - latest)
- ~~Modding~~
- Bleeding edge performance (incredible start time of 3 - 5 seconds on modern hardware)
- Bleeding edge performance (e.g. incredible start time)
- Free (as far as we consider original minecraft as free) and open source
- Easy use of multiple accounts
- Multiple connections to servers in 1 process
@ -29,27 +29,26 @@ Minosoft is an open source minecraft client, written from scratch in kotlin (and
## System requirements
- CPU: Minosoft works mostly asynchronous, so multiple cores are good. For FPS more clock speed is better.
- CPU: Multiple (4+) cores, high clock speed (2Ghz +)
- RAM: Minimum 500 MiB, 1 GiB recommended
- Disk space: Minosoft itself is pretty small (a couple of MiB), the libraries take to most binary space (around 80 MiB). Minecraft itself (with its assets) takes about 300 MiB per version.
- Disk space: 80 Mib + assets (~ 300 MiB per version)
- GPU: OpenGL 3.3+. Every modern GPU works and is recommended.
- Java 11+, 16+ recommended (Java 8 is **not** supported).
- A minecraft server (local or online)
## Rendering
### Features
- Block rendering
- Particles
- Basic light
- Block place, break, mining
- Item and block interaction
- HUD
- GUI (inventory, menus)
- Blocks
- Entities (hitboxes and players for now)
- Block entities (e.g. signs, chests)
- Basic entity rendering (hitboxes)
- Light
- HUD and GUI (inventory, menus, ...)
- Particles
- Basic block and skylight (custom light engine)
- Block and item interactions (e.g. place, break, mining)
- ~~Original physics~~
- A lot more, only listing major things here
![Rendering](doc/img/rendering5.png)
A world, with a ton of hud features exposed

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@ -58,6 +58,7 @@ It basically lets all renderers draw their opaque objects first and then draw tr
## Lighting
All lighting data is received from the server and not reliable. A light engine is needed in the future.
Lighting is done as soon as a block changes in the world. Increasing light is a lot faster than decreasing light.
A custom light engine is included, all server light is ignored by default (documentation needed).
The lighting on the render side is done via a lightmap, basically another uniform buffer.