From 9fb4ab106f17290faf65146d4b005885507c1900 Mon Sep 17 00:00:00 2001 From: TravisBot <> Date: Sat, 19 May 2018 14:24:37 +0000 Subject: [Travis] Rebuilding documentation --- md_README.html | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'md_README.html') diff --git a/md_README.html b/md_README.html index a078cbfa..f90f559a 100644 --- a/md_README.html +++ b/md_README.html @@ -93,6 +93,8 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');

The inspiration for this game engine is to learn about OpenGL and create an optimised 2D game engine with a simple API that can be used to easily create simple 2D games. To do this, a Component Entity System will be used to manage the different systems in the game engine and make it as modular as possible. Systems can easily be added to the game engine, and new entities with custom Components can also be created by the user.

The game engine also supports asynchronous logging by using an Active 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.

The full documentation of the API can be seen here.

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Purpose

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The purpose of this game engine is not to be very general, but easy to use and quick to initially set up.

Installation and usage

To use YAGE for your own game, you should link it as a static library and include the yage.h 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 yage.

Build and Testing

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