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Readme update, version bump to 0.3
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kvark committed Nov 12, 2022
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2 changes: 1 addition & 1 deletion Cargo.toml
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[package]
name = "vangers"
version = "0.1.0"
version = "0.3.0"
authors = ["kvark"]
edition = "2021"
resolver = "2"
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8 changes: 6 additions & 2 deletions README.md
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Expand Up @@ -11,9 +11,12 @@ You need the **original game** in order to try out `vange-rs`. The path to resou

## Technology

The game uses [wgpu-rs](https://github.com/gfx-rs/wgpu-rs) for graphics and [winit](https://github.com/tomaka/winit) for windowing.
The game uses:
- [wgpu](https://github.com/gfx-rs/wgpu) for graphics
- [winit](https://github.com/rust-windowing/winit) for windowing
- [egui](https://github.com/emilk/egui) for debug UI

The level is drawn in a single full-screen draw call with a bit of ray tracing magic. There is also an experimental tessellation-based renderer, but neither produce results of sufficient quality. See the [dedicated wiki page](https://github.com/kvark/vange-rs/wiki/Rendering-Techniques) for our rendering technologies.
The level can be rendered in a variety of ways, see [dedicated wiki page](https://github.com/kvark/vange-rs/wiki/Rendering-Techniques). The best of all is a voxelized ray tracing method, described [in our blog](https://vange.rs/2022/11/08/voxels.html).

## Instructions

Expand All @@ -35,6 +38,7 @@ Note: with `backend="Auto"` the engine tries the available backends in this orde
Controls:
- `WSAD`: movement in the game, rotating the camera around the car during the pause
- left shift: turbo
- left alt: jump
- `P`: enter/exit pause for debugging
- `R`: reset forces and orientation of the mechous
- `<>`: step physics frame back/forward during the pause
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