aboutsummaryrefslogtreecommitdiff
path: root/README.md
diff options
context:
space:
mode:
Diffstat (limited to 'README.md')
-rw-r--r--README.md20
1 files changed, 1 insertions, 19 deletions
diff --git a/README.md b/README.md
index 1b64e05..47c6725 100644
--- a/README.md
+++ b/README.md
@@ -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