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Readme update, version bump to 0.3
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Cargo.toml

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[package]
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name = "vangers"
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version = "0.1.0"
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version = "0.3.0"
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authors = ["kvark"]
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edition = "2021"
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resolver = "2"

README.md

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## Technology
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The game uses [wgpu-rs](https://github.com/gfx-rs/wgpu-rs) for graphics and [winit](https://github.com/tomaka/winit) for windowing.
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The game uses:
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- [wgpu](https://github.com/gfx-rs/wgpu) for graphics
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- [winit](https://github.com/rust-windowing/winit) for windowing
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- [egui](https://github.com/emilk/egui) for debug UI
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The level is drawn in a single full-screen draw call with a bit of ray tracing magic. There is also an experimental tessellation-based renderer, but neither produce results of sufficient quality. See the [dedicated wiki page](https://github.com/kvark/vange-rs/wiki/Rendering-Techniques) for our rendering technologies.
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The level can be rendered in a variety of ways, see [dedicated wiki page](https://github.com/kvark/vange-rs/wiki/Rendering-Techniques). The best of all is a voxelized ray tracing method, described [in our blog](https://vange.rs/2022/11/08/voxels.html).
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## Instructions
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Controls:
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- `WSAD`: movement in the game, rotating the camera around the car during the pause
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- left shift: turbo
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- left alt: jump
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- `P`: enter/exit pause for debugging
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- `R`: reset forces and orientation of the mechous
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- `<>`: step physics frame back/forward during the pause

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