From: LockedLunatic Date: Tue, 3 May 2016 20:36:16 +0000 (+0200) Subject: tex document updated X-Git-Url: https://git.leopard-lacewing.eu/?a=commitdiff_plain;h=e16dd6e15a537be5fff704255348aca1ba3afdcf;p=cgue_weave.git tex document updated --- diff --git a/doc/Weave.tex b/doc/Weave.tex index 33abf39..8bd8b8b 100644 --- a/doc/Weave.tex +++ b/doc/Weave.tex @@ -18,7 +18,7 @@ \section{requirements} \subsection{Free movable camera} -This was realised by using the GLM.Transform functions to create model,view and projection matrices wich get used by the shader. +This was realised by using the GLM. Transform functions to create model,view and projection matrices wich get used by the shader. \subsection{Moving objects} @@ -28,7 +28,7 @@ The player is freely movable through the world by using WASD and Space or the le \subsection{Texture Mapping} Textures are loaded with the FreeImage library.\\ Models are made with Blender and their .dae files which include their UVs (as well as their normals) are loaded with the assimp library.\\ -Materials are saved as Vectors with 4 entries: The entensities for the 3 different light source types and one for the glossiness. +Materials are saved as Vectors with 4 entries: The intensities for the 3 different light source types and one for the glossiness. \subsection{Simple lighting and materials} There is one point-lightsource, one ambient light source and one directional light source. All of their positions / directions and intensities are currently hardcoded into the shader files. @@ -36,13 +36,15 @@ There is one point-lightsource, one ambient light source and one directional lig \subsection{Controls} The camera can be controlled with the mouse. You can control the player with the WASD Keys and jump with Space or the left mouse button. +If you hold the shift-key you can reverse time, meaning that if you jump down somewhere you can get back up by rewinding time until you're back to before you jumped. Pressing F3 toggles Wire Frames. -Pressing F6 makes the Bounding Boxes and Event Boxes visible. +Pressing F6 makes the Bounding Meshes and Event Boxes visible. You can exit by pressing ESC twice and you can restart the level by pressing ESC and then R. \subsection{Basic Gameplay} -The player can move around the world and jump around. Colliding with the duck or with event boxes trigger text in the console to appear. -Other collisions haven't been completed yet, so rather than colliding with the floor you can't fall lower than the 0 coordinate. +The player can move around the world and jump around. Collisions work properly and you can stand on ground and all that good stuff. +Colliding with the duck or the lever doesn't do anything (it is registered, but no effect is implemented). +Colliding with the event box triggers text in the console to appear and disables controls. \section{Features} @@ -52,16 +54,18 @@ Collisions with the Duck and with Event Boxes trigger messages in the console. There is currently one Event Box that makes you lose the game and one that makes you win. \section{Illuminated Objects} -There are multiple complex objects, all of which have textures and are illuminated. Also, there is a skybox which is not illuminated and doesn't have a texture yet. +There are multiple complex objects, all of which have textures and are illuminated. +Also, there is a skybox which is not illuminated. +Bloom is implemented, which is visible on the lever where the point light is located. \section{Libraries} -freetype 2.3.5.1, -FreeImage 3160, -zlib 128, -glm 0.9.6.3, -glew 1.12.0, -assimp 3.1.1, -sdl2 2.0.3 - +freetype 2.3.5.1 +FreeImage 3160 +zlib 128 +glm 0.9.7.2 +glew 1.13.0 +assimp 3.2 +sdl2 2.0.4 +bullet 2.83.7 \end{document} \ No newline at end of file