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Updated readme
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GabrieleGiuseppini committed Apr 11, 2018
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Expand Up @@ -58,6 +58,7 @@ Here's a list of the major changes I've been doing:
- Optimized existing code to the point that the fps rate on my laptop reached 16fps (from 8fps)
- Added connected component detection, used to correctly draw ship break-away parts on top of each other, among other things
- Added texture mapping for ships, and a new "shp" input file that binds together ship structure and ship image
- Textures are mipmapped with box filtering
- Added more realistic ropes, synthesised between two endpoints
- Removed original parallelism of spring relaxation, as it was inherently wrong (there were race conditions in updating points caught in the boundary between parallel batches)

Expand All @@ -72,6 +73,7 @@ The game looks like this now:
- Add directional water drag forces, to simulate underwater gliding
- Requires maintaining convex hull and ship perimeter normals
- Add ability to pin points - freezing them at their current position
- Better waves, may be with shallow water equations
- Leverage vectorized instructions for dynamics calculations
- Make lights turn off (after flickering) when generator is wet or when electrical cables break
- Add time-of-day (i.e. day light change during the game)
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