diff --git a/README.md b/README.md
index 8177120..f647784 100644
--- a/README.md
+++ b/README.md
@@ -24,9 +24,7 @@ All I can say for now is that the *space* in this game is going to be *weird*.
- [WeirdSpace](#weirdspace)
- [Contents](#contents)
- [Showcase of Implemented Features](#showcase-of-implemented-features)
-- [Credits](#credits)
- - [External Libraries Used in This Project](#external-libraries-used-in-this-project)
- - [Sources of Knowledge and Code Samples Used in This Project](#sources-of-knowledge-and-code-samples-used-in-this-project)
+- [How to Run This Code](#how-to-run-this-code)
- [How to Build It](#how-to-build-it)
- [Debian-Based Linux Distros](#debian-based-linux-distros)
- [Windows](#windows)
@@ -34,6 +32,9 @@ All I can say for now is that the *space* in this game is going to be *weird*.
- [Required Software](#required-software)
- [Compilation](#compilation)
- [Other OSes/IDEs/Platforms](#other-osesidesplatforms)
+- [Credits](#credits)
+ - [External Libraries Used in This Project](#external-libraries-used-in-this-project)
+ - [Sources of Knowledge and Code Samples Used in This Project](#sources-of-knowledge-and-code-samples-used-in-this-project)
@@ -156,7 +157,7 @@ Generating maps on a GPU, instead of a CPU, allows for interesting features like
-Do not hesitate to try some features yourself! A GUI tool is available in the executables to tweak the settings. There are predefined presets with interesting settings and maps. Some settings are best viewed in the `weird_space` executable and others in the `generator_playground` executable, although both are compatible with both executables. All binaries for both Linux and Windows are available on the Releases page (note that the Windows binary requires a runtime to be installed as described there).
+Do not hesitate to try some features yourself! A GUI tool is available in the executables to tweak the settings. There are predefined presets with interesting settings and maps. Some settings are best viewed in the `weird_space` executable and others in the `generator_playground` executable, although both are compatible with both executables.
@@ -169,31 +170,8 @@ Do not hesitate to try some features yourself! A GUI tool is available in the ex
-
-
-
-# Credits
-## External Libraries Used in This Project
-* OpenGL extension loading: [GLEW](https://github.com/nigels-com/glew)
-* Windows, input: [GLFW](https://www.glfw.org/)
-* Math library: [GLM](https://github.com/g-truc/glm)
-* Temporary debug GUI: [Dear ImGui](https://github.com/ocornut/imgui)
-* Image loading: [stb](https://github.com/nothings/stb)
-* CPU noise generation: [siv::PerlinNoise](https://github.com/Reputeless/PerlinNoise)
-* Delaunay triangulation: [delaunator-cpp](https://github.com/delfrrr/delaunator-cpp)
-
-## Sources of Knowledge and Code Samples Used in This Project
-* OpenGL knowledge:
- * *OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition)*
- * [OpenGL Tutorial](http://www.opengl-tutorial.org/)
- * [Learn OpenGL](https://learnopengl.com/)
- - [Frustum Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling)
-* Procedural generation:
- * [Polygon Map Generation by Red Blob Games](http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/)
- * GPU noise: [webgl-noise by Ashima](https://github.com/ashima/webgl-noise)
- * River networks inspired by [Daniel Andrino](https://github.com/dandrino/terrain-erosion-3-ways/tree/master?tab=readme-ov-file#river-networks)
- * [Fractal Brownian Motion from *The Book of Shaders*](https://thebookofshaders.com/13/)
- * [Fog effect by Inigo Quilez](https://iquilezles.org/articles/fog/)
+# How to Run This Code
+All binaries for both Linux and Windows are available on the **Releases** page (note that the Windows binary requires a runtime to be installed as described there).
@@ -258,6 +236,32 @@ Instructions from [this tutorial](https://www.opengl-tutorial.org/beginners-tuto
+# Credits
+## External Libraries Used in This Project
+* OpenGL extension loading: [GLEW](https://github.com/nigels-com/glew)
+* Windows, input: [GLFW](https://www.glfw.org/)
+* Math library: [GLM](https://github.com/g-truc/glm)
+* Temporary debug GUI: [Dear ImGui](https://github.com/ocornut/imgui)
+* Image loading: [stb](https://github.com/nothings/stb)
+* CPU noise generation: [siv::PerlinNoise](https://github.com/Reputeless/PerlinNoise)
+* Delaunay triangulation: [delaunator-cpp](https://github.com/delfrrr/delaunator-cpp)
+
+## Sources of Knowledge and Code Samples Used in This Project
+* OpenGL knowledge:
+ * *OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition)*
+ * [OpenGL Tutorial](http://www.opengl-tutorial.org/)
+ * [Learn OpenGL](https://learnopengl.com/)
+ - [Frustum Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling)
+* Procedural generation:
+ * [Polygon Map Generation by Red Blob Games](http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/)
+ * GPU noise: [webgl-noise by Ashima](https://github.com/ashima/webgl-noise)
+ * River networks inspired by [Daniel Andrino](https://github.com/dandrino/terrain-erosion-3-ways/tree/master?tab=readme-ov-file#river-networks)
+ * [Fractal Brownian Motion from *The Book of Shaders*](https://thebookofshaders.com/13/)
+ * [Fog effect by Inigo Quilez](https://iquilezles.org/articles/fog/)
+
+
+
+
```
Copyright (C) 2024, Kacper Orszulak
GNU General Public License v3.0+ (see LICENSE.txt or https://www.gnu.org/licenses/gpl-3.0.txt)