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Add "How to Run This Code" section in README
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SomePersonFromMars committed Jun 13, 2024
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Expand Up @@ -24,16 +24,17 @@ 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)
- [Enable Symbolic Links Support](#enable-symbolic-links-support)
- [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)

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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.

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Expand All @@ -169,31 +170,8 @@ Do not hesitate to try some features yourself! A GUI tool is available in the ex
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# 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).

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# 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/)

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Copyright (C) 2024, Kacper Orszulak
GNU General Public License v3.0+ (see LICENSE.txt or https://www.gnu.org/licenses/gpl-3.0.txt)
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