From cd7d1e2ce43cfaed340b9248b189303ec3173c77 Mon Sep 17 00:00:00 2001 From: TravisBot <> Date: Thu, 5 Apr 2018 14:22:24 +0000 Subject: [Travis] Rebuilding documentation --- md_README.html | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'md_README.html') diff --git a/md_README.html b/md_README.html index f482978e..31d0a1ec 100644 --- a/md_README.html +++ b/md_README.html @@ -87,7 +87,7 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search'); master-build

Introduction

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YAGE stands for Yet Another Game Engine. It is a 2D game engine that is being developed for the game Arider. However, it will also be general game engine library for any other 2D games.

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YAGE stands for Yet Another Game Engine. It is a 2D game engine that is being developed for the game Arider. However, it will also be general game engine library for any other 2D games.

YAGE uses OpenGL for rendering of 2D graphics. OpenGL was chosen because it is the most crossplatform Graphics API, and not as low level as Vulkan.

Yage uses GLFW for the creation and viewport as it is lightweight and easy to manage. However, these features are completely wrapped behind the YAGE API.

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.

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The game engine can be initialised as follows.

``` c++ yage::init(); ```

It can be then cleaned up by running.

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``` objective-c++ yage::quit(); ```

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``` c++ yage::quit(); ```

Future Improvements

The first step is to have full support of 3D meshes with their corresponding textures, and making a useful API to interact with the 3D YAGE library.

Secondly, improvements to the Entity Component System

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