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)