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@ -18,10 +18,10 @@ This is a Warcraft III modding project that aspires to eventually make Warcraft
## Background and History
My current codebase is running on Java 8. It contains:
- A transcription of only the relevant portions of this WebGL viewer necessary to load MDX models and W3X map data, and to display the models https://github.com/flowtsohg/mdx-m3-viewer
-- I changed several things about the viewer as of the time of writing, such as a naive implementation of Light objects that will support the Day/Night cycle of the game as well as support point lights for torches and other game objects, however there is a memory leak in my Light system so that it will cause progressively increasing lag on slower computers
-- After the development of this project began, there was code sharing between the MDLX parser in this repo and the one in the "conflictfixes" branch of ReteraModelStudio. Other users (tw1lac and flowtsohg) made contributions to the MDLX parser while it was sitting in that repo, and then I copied it back to this repo, so at this point this repo is including a few changes that were made by those users, but in an undocumented way. Hopefully I will clean this up and get the MDLX parser split from both of these projects off to its own repo. However, credits and thanks to them for their changes to that code (I think it was mostly flowtsohg)! My lack of the git history for those changes in this repo is not an attempt to remove citation/credits for their work, but is rather the result of laziness)
- I changed several things about the viewer as of the time of writing, such as a naive implementation of Light objects that will support the Day/Night cycle of the game as well as support point lights for torches and other game objects, however there is a memory leak in my Light system so that it will cause progressively increasing lag on slower computers
- After the development of this project began, there was code sharing between the MDLX parser in this repo and the one in the "conflictfixes" branch of ReteraModelStudio. Other users (tw1lac and flowtsohg) made contributions to the MDLX parser while it was sitting in that repo, and then I copied it back to this repo, so at this point this repo is including a few changes that were made by those users, but in an undocumented way. Hopefully I will clean this up and get the MDLX parser split from both of these projects off to its own repo. However, credits and thanks to them for their changes to that code (I think it was mostly flowtsohg)! My lack of the git history for those changes in this repo is not an attempt to remove citation/credits for their work, but is rather the result of laziness)
- A transcription of the HiveWE terrain rendering systems from this project, then modified to interface nicely with the ported viewers MDX rendering https://github.com/stijnherfst/HiveWE
-- I changed the orientation of the cliff meshes. Mine are rotated 90 degrees from HiveWE in order to more accurately reproduce the likeness of what we observe in the Warcraft III World Editor. At times, I also tinkered with the Ramp logic and at this point mine is not 1:1 the same as HiveWE, but there are still many issues with mine.
- I changed the orientation of the cliff meshes. Mine are rotated 90 degrees from HiveWE in order to more accurately reproduce the likeness of what we observe in the Warcraft III World Editor. At times, I also tinkered with the Ramp logic and at this point mine is not 1:1 the same as HiveWE, but there are still many issues with mine.
- The shaders GLSL code from both of the above projects, originally copied in almost their exact form but with a few necessary changes. As a result, there are still bizarre disparities in the GL Shader Language version used for different things within this same project
- Graphical Enhancements to viewer from this fork of it: https://github.com/d07RiV/wc3data
(By copying the above repo, I was able to add support for water waves, shadow on the edge of the map, shadow under buildings, UberSplat under buildings, the little shadow picture under units, and some earlier drafts of the unit selection mouse intersect code that I mostly replaced at this point. I had to heavily modify the Splat logic to make them mobile as this repo at the time of copying was only able to create the shadow in a static location and upload the single location to the graphics card. Theoretically I have found cases for Ramps in map terrain that are handled properly by this repo and not by HiveWE terrain rendering nor by my copy of it, but I never prioritized investigating those ramp problems further)