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update readmes
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ReadMe.md
23
ReadMe.md
@ -14,7 +14,7 @@ Minosoft is an open source minecraft client, written from scratch in kotlin (and
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- Rendering
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- Connect with any version to any server (1.7 - latest)
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- ~~Modding~~
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- Bleeding edge performance (incredible start time of 3 - 5 seconds on modern hardware)
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- Bleeding edge performance (e.g. incredible start time)
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- Free (as far as we consider original minecraft as free) and open source
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- Easy use of multiple accounts
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- Multiple connections to servers in 1 process
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@ -29,27 +29,26 @@ Minosoft is an open source minecraft client, written from scratch in kotlin (and
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## System requirements
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- CPU: Minosoft works mostly asynchronous, so multiple cores are good. For FPS more clock speed is better.
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- CPU: Multiple (4+) cores, high clock speed (2Ghz +)
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- RAM: Minimum 500 MiB, 1 GiB recommended
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- 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.
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- Disk space: 80 Mib + assets (~ 300 MiB per version)
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- GPU: OpenGL 3.3+. Every modern GPU works and is recommended.
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- Java 11+, 16+ recommended (Java 8 is **not** supported).
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- A minecraft server (local or online)
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## Rendering
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### Features
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- Block rendering
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- Particles
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- Basic light
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- Block place, break, mining
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- Item and block interaction
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- HUD
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- GUI (inventory, menus)
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- Blocks
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- Entities (hitboxes and players for now)
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- Block entities (e.g. signs, chests)
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- Basic entity rendering (hitboxes)
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- Light
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- HUD and GUI (inventory, menus, ...)
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- Particles
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- Basic block and skylight (custom light engine)
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- Block and item interactions (e.g. place, break, mining)
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- ~~Original physics~~
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- A lot more, only listing major things here
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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
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## Lighting
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All lighting data is received from the server and not reliable. A light engine is needed in the future.
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Lighting is done as soon as a block changes in the world. Increasing light is a lot faster than decreasing light.
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A custom light engine is included, all server light is ignored by default (documentation needed).
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The lighting on the render side is done via a lightmap, basically another uniform buffer.
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