README: Everwood graphics fork header — features, upstream link, open contributions
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
4bf3e51c3c
commit
5edb152db1
@@ -1,3 +1,61 @@
|
||||
# benilla — Everwood graphics
|
||||
|
||||
A graphics fork of [**benilla**](https://github.com/samwhosung/benilla), the from-scratch World of Warcraft
|
||||
1.12.1 client in Rust and Bevy by samwhosung. This repository adds an optional modern look on top of it.
|
||||
Every feature has its own switch under **Options → Advanced Graphics**, and the **Classic** preset keeps
|
||||
the original 1.12 image.
|
||||
|
||||
**This repository is maintained and will stay open source. Contributions are welcome:** open an issue or a
|
||||
pull request.
|
||||
|
||||
## Graphics features
|
||||
|
||||
**Lighting and shadows**
|
||||
- Realtime sun shadows for characters and the world, including foliage; moon shadows at night
|
||||
- Dynamic building interiors lit by their own fixtures
|
||||
- Torches, braziers and lamps emit flickering light and cast cube-map shadows; terrain blocks torch light
|
||||
- Daylight through doors and windows (including Stormwind's rooms and cathedral windows)
|
||||
- Spell and ground-effect lights, lava glow
|
||||
- Screen-space ambient occlusion (soft contact shadows)
|
||||
|
||||
**Sky**
|
||||
- Smooth sky gradient with dithering, soft sun glow
|
||||
- Procedural star field with a Milky Way
|
||||
- Sun-lit, detailed clouds
|
||||
- Zone skyboxes (Burning Steppes, Blasted Lands, Mount Hyjal) and the 1.12 `LightSkybox` clear-weather slot
|
||||
|
||||
**Fog and atmosphere**
|
||||
- Modern fog model: the world fades into the horizon, sun-coloured toward the sun
|
||||
- Volumetric fog with sun and moon light shafts
|
||||
- Lamps glowing through fog at night
|
||||
- Screen-space sun shafts
|
||||
- Render distance up to 1497 yards
|
||||
|
||||
**Post-processing**
|
||||
- HDR bloom for fire, lava, spells and lit windows
|
||||
- Per-zone colour grading (day/night LUTs)
|
||||
|
||||
**Water**
|
||||
- Enhanced water: refraction, caustics, depth colour, screen-space reflections
|
||||
- Enhanced city and building water (Stormwind canals)
|
||||
- Gerstner waves with whitecaps, finer mesh up close
|
||||
|
||||
**Weather and nature**
|
||||
- Rain: wet ground, puddles, glossy stone, rings on water, shelter under roofs and bridges
|
||||
- Wind: grass and tree sway with gusts, grass parts around characters
|
||||
|
||||
**Settings**
|
||||
- One Graphics Preset: Classic / Low / Medium / High / Ultra / Custom (default High)
|
||||
- Every feature individually switchable on the Advanced Graphics page
|
||||
|
||||
Details: [`LIGHTING.md`](LIGHTING.md), [`WATER.md`](WATER.md). Third-party credits, including code ported
|
||||
from [WarcraftXL](https://github.com/WarcraftXL) by iThorgrim: [`THIRD-PARTY.md`](THIRD-PARTY.md).
|
||||
Licence: same as upstream benilla, MIT OR Apache-2.0.
|
||||
|
||||
---
|
||||
|
||||
*The upstream benilla README follows.*
|
||||
|
||||
<div align="center">
|
||||
<h1>benilla</h1>
|
||||
<p><b>A from-scratch World of Warcraft 1.12.1 client in Rust and <a href="https://bevy.org">Bevy</a></b></p>
|
||||
|
||||
Reference in New Issue
Block a user