From 609db461d8beba3f13a7729cf4d3c0e3e85f52bb Mon Sep 17 00:00:00 2001 From: Dzmitry Malyshau Date: Fri, 11 Nov 2022 23:44:18 -0800 Subject: [PATCH] Readme update, version bump to 0.3 --- Cargo.toml | 2 +- README.md | 8 ++++++-- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/Cargo.toml b/Cargo.toml index d852a2c..ef218c7 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1,6 +1,6 @@ [package] name = "vangers" -version = "0.1.0" +version = "0.3.0" authors = ["kvark"] edition = "2021" resolver = "2" diff --git a/README.md b/README.md index fcdc228..50cfee5 100644 --- a/README.md +++ b/README.md @@ -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 @@ -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