diff --git a/README.md b/README.md index fbe3644..a2bc590 100644 --- a/README.md +++ b/README.md @@ -49,17 +49,17 @@ Please note however the game is still relatively simple and so **the physics IS - The compiled game INCLUDING ASSETS is **extremely small** -- depending on platform, game and compilation settings, a playable executable can take only around 128 kB; in normal scenarios it will most likely fit under 400 kB. - **Very fast and memory efficient**, the game will run practically on any computer save for the weakest of embedded devices. In general, despite being a fully 3D rendered game with 3D physics, the game can be run with **less than 500 KB RAM and 50 MHz CPU**; of course such hardware will require many features turned off and playability will suffer, but let's say 1 MB of RAM along with a 200 MHz CPU (laughable specs even 20 years ago) will be enough for comfortable play already. - It is **exceptionally portable and future proof** thanks to having no dependencies besides C99 compiler. So far it was ported to and testplayed on: - - **GNU/Linux**: via SDL2, CSFML or X11 + - **GNU/Linux**: via SDL2, CSFML or X11, also works through Wine - **Window$**: via SDL2 - **OpenBSD**: via SDL2 - - **web browser**: via translation to JavaScript with emscripten + - **web browser** (even ran in ebook reader): via translation to JavaScript with emscripten - **Circuitmess Ringo AKA MAKERphone** (32b 160 MHz, 520 KB RAM) - **Raspberry Pi** (5, 3B+): with GNU/Linux - on resource-limited computers, in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio): - **Pokitto** (32bit 48 MHz CPU, 36 KB RAM) - **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM) - **ESPboy** (32b 160 MHz CPU, 80 KB RAM) - - tested compilers: gcc, g++, clang, tcc (currently bugging), emscripten + - tested compilers: gcc, clang, tcc (currently bugging a bit), emscripten - It also goes without saying the physics is **100% deterministic**, it behaves the same on every platform, independently of rendering FPS. Besides others this allows for recording and playing back very small replays and creating press forward maps. - It is **super moddable and hackable**, the code is relatively simple and **well commented**, written to encourage hacking. There are no obstacles such as DRM, anti-cheating, obfuscation etc. Cheating and hacking is allowed, do literally what you want. - **No codes of censorship, flags, furry mascots or similar political bullshit.** diff --git a/TODO.txt b/TODO.txt index 203ec18..9e9de08 100644 --- a/TODO.txt +++ b/TODO.txt @@ -37,6 +37,7 @@ fuck issue trackers :D - apply this to mouse lol -- L/R buttons can be up/down, moving the mouse can steer, middle button can restart - car horn? + - top-down camera mode? - drunk mode: apply some kinda wave/sin/cos transform to all models to make them swing, maybe even add delay to inputs - weather mods? like lightning (invert colors quickly), rain, snow, sand, ... @@ -69,6 +70,7 @@ fuck issue trackers :D - Nibble, should hopefully be powerful enough. - ESPboy? - linux framebuffer? +- Add Anarch maps? :D =========== HANDLED ==============