diff --git a/Data/sandbox-log.txt b/Data/sandbox-log.txt index 1a60a74..e69de29 100644 --- a/Data/sandbox-log.txt +++ b/Data/sandbox-log.txt @@ -1,59 +0,0 @@ -[11:10:09 AM] Info: Starting... - - KP3D version 2 -=============================== - Copyright (C) kpworld.xyz 2018-2024 - Contact me! @kp_cftsz - -[11:10:09 AM] Info: Initializing SDL -[11:10:09 AM] Info: Initializing OpenGL -[11:10:09 AM] Info: OpenGL version: 4.6.0 NVIDIA 536.23 -[11:10:09 AM] Info: Initializing GLEW -[11:10:09 AM] Info: Initializing SDL_mixer -[11:10:10 AM] Info: Reticulating splines... -[11:10:10 AM] Info: Ready! -[11:10:10 AM] Info: Loading material resource: block.png -[11:10:10 AM] Info: Found normal map texture: materials/block_n.png -[11:10:10 AM] Info: Loading material resource: brick2.jpg -[11:10:10 AM] Info: Found normal map texture: materials/brick2_n.jpg -[11:10:10 AM] Info: Loading material resource: bricks.jpg -[11:10:10 AM] Info: Found normal map texture: materials/bricks_n.jpg -[11:10:10 AM] Info: Loading material resource: FLAT5_7.png -[11:10:10 AM] Info: Found normal map texture: materials/FLAT5_7_n.png -[11:10:10 AM] Info: Loading material resource: floor0.png -[11:10:10 AM] Info: Found normal map texture: materials/floor0_n.png -[11:10:10 AM] Info: Loading material resource: floor1.png -[11:10:10 AM] Info: Found normal map texture: materials/floor1_n.png -[11:10:10 AM] Info: Loading material resource: GRASS2.png -[11:10:10 AM] Info: Found normal map texture: materials/GRASS2_n.png -[11:10:10 AM] Info: Loading material resource: hardwood.jpg -[11:10:10 AM] Info: Found normal map texture: materials/hardwood_n.jpg -[11:10:10 AM] Info: Map init -[11:10:10 AM] Info: Finalized mesh with 49 batches -[11:10:14 AM] Info: Finalized mesh with 54 batches -[11:10:27 AM] Info: [Editor] Filling selection; sector heights 0, -1 -[11:10:27 AM] Info: Finalized mesh with 60 batches -[11:10:27 AM] Info: Finalized mesh with 66 batches -[11:10:27 AM] Info: Finalized mesh with 72 batches -[11:10:27 AM] Info: Finalized mesh with 78 batches -[11:10:27 AM] Info: Finalized mesh with 84 batches -[11:10:27 AM] Info: Finalized mesh with 90 batches -[11:10:27 AM] Info: Finalized mesh with 96 batches -[11:10:27 AM] Info: Finalized mesh with 102 batches -[11:10:27 AM] Info: Finalized mesh with 108 batches -[11:10:27 AM] Info: Finalized mesh with 114 batches -[11:10:27 AM] Info: Finalized mesh with 120 batches -[11:10:27 AM] Info: Finalized mesh with 126 batches -[11:10:27 AM] Info: Finalized mesh with 132 batches -[11:10:27 AM] Info: Finalized mesh with 138 batches -[11:10:27 AM] Info: Finalized mesh with 144 batches -[11:10:27 AM] Info: Finalized mesh with 150 batches -[11:10:27 AM] Info: Finalized mesh with 156 batches -[11:10:27 AM] Info: Finalized mesh with 162 batches -[11:10:27 AM] Info: Finalized mesh with 168 batches -[11:10:27 AM] Info: Finalized mesh with 174 batches -[11:10:27 AM] Info: Finalized mesh with 180 batches -[11:10:27 AM] Info: Finalized mesh with 186 batches -[11:10:27 AM] Info: Finalized mesh with 192 batches -[11:10:27 AM] Info: Finalized mesh with 200 batches -[11:10:27 AM] Info: $ : done diff --git a/README.md b/README.md new file mode 100644 index 0000000..4f4098d --- /dev/null +++ b/README.md @@ -0,0 +1,20 @@ +![Data/resources/textures/.kp3d/banner.png] + +# KP3Dii + +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. + +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. + +## Improvements over KP3Dii +- 3D map editor (as mentioned above) +- Support for sectors over sectors +- Support for slopes/heightmapping/terrain +- Normal mapping +- Scripting using a custom dialect of Lisp +- Skeletal animations/"skinned" meshes + +## Why make an engine when there's so many better ones out there? + +1. I don't like using other engines +2. It's fun