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authortcmal <me@aria.rip>2024-08-25 17:44:20 +0100
committertcmal <me@aria.rip>2024-08-25 17:44:20 +0100
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treeb98e55478f47da33e6f1faa994da6b91b97b9ad2 /README.md
parenta748e4c3e3615601ee2afe6d347ef439d8ff50fa (diff)
refactor(render): update gfx-hal and use staging and index buffers.
also some minor changes to types because of deprecation and a bunch of readability improvements
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[![Build Status](https://travis-ci.org/tcmal/stockton.svg?branch=master)](https://travis-ci.org/tcmal/stockton)
-A 3D engine inspired by quake.
-
-Most of what is described below isn't fully done, or even started.
-
-## Developing games
-
-Maps currently use the regular Q3 `.bsp` format, with each type of entity needing to be defined as a type implementing the `Entity` trait, through which it recieves events. You'll also need some sort of a `TextureStore` which finds the textures needed and converts them into a usable format. A lot of this is helped by `stockton-glue`
-
-## Internal Structure
-
-`bsp` is a library for parsing `.bsp` files to nice data structures. It can be found [here](https://github.com/tcmal/rust-bsp)
-
-`stockton-types` contains shared types & macros used by all the other crates, for example the world, entities, and other important things.
-
-`stockton-simulate` makes the world living, including collision detection, propagating events to entities and game state.
-
-`stockton-render` renders the world to a given surface, using `gfx` and `nalgebra`.
-
-`stockton-glue` helps you glue these together into an actual executable game.
+A 3D engine.
## License