Add README.md
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[11:10:09 AM] Info: Starting...
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KP3D version 2
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===============================
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Copyright (C) kpworld.xyz 2018-2024
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Contact me! @kp_cftsz
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[11:10:09 AM] Info: OpenGL version: 4.6.0 NVIDIA 536.23
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[11:10:10 AM] Info: Map init
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[11:10:10 AM] Info: Finalized mesh with 49 batches
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[11:10:27 AM] Info: [Editor] Filling selection; sector heights 0, -1
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[11:10:27 AM] Info: $ : done
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README.md
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README.md
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![Data/resources/textures/.kp3d/banner.png]
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# KP3Dii
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This is the sequel to my [KP3D](https://github.com/kpworld-xyz/kp3d) Doom-inspired game engine. It's a unique game engine written in C++17 that combines Doom's sector-based approach to mapmaking and rendering with modern techniques like constructive solid geometry.
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Unlike its predecessor, the KP3Dii map editor and "game" are considered one. Previously you would have to download a separate map editor and build maps using a 2D interface. With KP3Dii, you may now edit maps in 3D. I was inspired to do this by [Cube 2: Sauerbraten](http://sauerbraten.org/), another handmade game/engine that features a unique level system. It also has co-op map editing, which is a goal for this engine as well.
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## Improvements over KP3Dii
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- 3D map editor (as mentioned above)
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- Support for sectors over sectors
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- Support for slopes/heightmapping/terrain
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- Normal mapping
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- Scripting using a custom dialect of Lisp
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- Skeletal animations/"skinned" meshes
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## Why make an engine when there's so many better ones out there?
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1. I don't like using other engines
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2. It's fun
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