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ramokz committed Apr 26, 2024
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<p align="center">
<a href="https://godotengine.org/download/windows/">
<img alt="Static Badge" src="https://img.shields.io/badge/Godot-4.1%2B-blue">
<img alt="Static Badge" src="https://img.shields.io/badge/Godot-4.2%2B-blue">
</a>
<a href="LICENSE">
<img alt="GitHub License" src="https://img.shields.io/github/license/ramokz/phantom-camera">
</a>
</p>

> ⚠️ Upcoming 0.7 release will require Godot 4.2+
# What is it?
Phantom Camera is a Godot 4 plugin designed to provide and simplify common behaviors for the built-in `Camera2D` and `Camera3D` nodes - heavily inspired by a Unity package called Cinemachine.

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<hr>

## 📔 Deep Dive & How to use

See the [Phantom Camera - Wiki](https://phantom-camera.dev/)

### 🪀 Example Scenes
A 2D and 3D example scenes can be found inside `res://addons/phantom_camera/examples`.

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see [Godot's official documentation](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/installing_plugins.html)

## 📖 Roadmap

See the [project page](https://github.com/users/ramokz/projects/3/views/8) for upcoming features.

## FAQ

### _What is the intent behind the plugin?_

Cameras are an essential part of practically any game for rendering what you see on the screen. But rarely do they
remain static and immovable, but instead dynamic and changes based on what happens in the game.

The plugin is meant to simplify some common camera behaviour, such as smoothly moving between different points in space
at specified points in time or retain a particular positional/rotational value relative to other elements.

The end goal is to make it functional enough to become a generalised camera extension for Godot projects.

### _What is the state of the plugin?_

Ongoing, but still in early stages. Core features have been implemented, but may change as more get added. Things will
likely break or change along the way. It's also worth keeping in mind that lots of key and, likely, frequently used
features are yet to be done.

See the [project page](https://github.com/users/ramokz/projects/3/views/8) to see planned features.

### _Does this work for Godot 3.5 or older?_

Unfortunately not.

GDScript has received a lot of changes and improvements in 4.0, but as a result it would require a rather large rewrite
to make it compatible with older versions.

### _When will X feature be added?_

There's no deadline or precise timeframe for when things get implemented.
The [milestones page](https://github.com/MarcusSkov/phantom-camera/milestones) should give a good idea for what has,
will, and currently being looked at.
See the [FAQ page on the documentation site](https://phantom-camera.dev/support/faq).

## Contribution

Issues, PRs, suggestions and feedback are welcome. Please create an Issue for bugs or a Discussion post for suggestions
or general discussions.
See the [contribution guidelines on the documentation site](https://phantom-camera.dev/support/how-to-contribute).

## Credits

- [Unity's Cinemachine Package](https://unity.com/unity/features/editor/art-and-design/cinemachine) for the key
inspiration
- [Godot](https://godotengine.org/) for their amazing work creating the engine
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