From d6f108e156a09271952398058848ddad553d9967 Mon Sep 17 00:00:00 2001 From: TravisBot <> Date: Fri, 6 Apr 2018 14:49:39 +0000 Subject: [Travis] Rebuilding documentation --- md_README.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'md_README.html') diff --git a/md_README.html b/md_README.html index 12cee60c..a078cbfa 100644 --- a/md_README.html +++ b/md_README.html @@ -94,7 +94,7 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');

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.

Installation and usage

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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.

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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

To compile YAGE, create a build directory from the base directory. Then call cmake and point it to the directory containing. CMakeLists.txt. For example, one can use the following commands to build the library and run tests on it.

``` shell mkdir -p build cd build cmake .. ```

@@ -113,7 +113,7 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search'); -- cgit