diff options
author | tcmal <me@aria.rip> | 2024-08-25 17:44:20 +0100 |
---|---|---|
committer | tcmal <me@aria.rip> | 2024-08-25 17:44:20 +0100 |
commit | b31035bf03e0843fb516bee065f9a010424ba546 (patch) | |
tree | b98e55478f47da33e6f1faa994da6b91b97b9ad2 /README.md | |
parent | a748e4c3e3615601ee2afe6d347ef439d8ff50fa (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
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 20 |
1 files changed, 1 insertions, 19 deletions
@@ -2,25 +2,7 @@ [![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 |