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<p>The game engine also supports asynchronous logging by using an <code>Active</code> class that creates a new thread, and queues any functions that are sent to it. This can help debugging programs, as one can increase the minimum log level of the game engine to any required resolution. This output can also be piped to a file without slowing down the program.</p>
<p>The full documentation of the API can be seen <a href="https://www.yannherklotz.com/YAGE">here</a>.</p>
<h2>Installation and usage</h2>
-<p>To use YAGE for your own game, you should link it as a static library and include the <a href="/include/YAGE/yage.h">yage.h</a> header in your project. To link the project using cmake, the library has to be added as a subdirectory and then linked with the name <code>yage</code>.</p>
+<p>To use YAGE for your own game, you should link it as a static library and include the <a href="/yage/yage.h">yage.h</a> header in your project. To link the project using cmake, the library has to be added as a subdirectory and then linked with the name <code>yage</code>.</p>
<h2>Build and Testing</h2>
<p>To compile YAGE, create a build directory from the base directory. Then call cmake and point it to the directory containing. <a href="/CMakeLists.txt">CMakeLists.txt</a>. For example, one can use the following commands to build the library and run tests on it.</p>
<p>``` shell mkdir -p build cd build cmake .. ```</p>
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