doc: minor changes

This commit is contained in:
Michele Caini
2022-01-29 17:30:20 +01:00
parent 40035f2e52
commit 653680a356
2 changed files with 7 additions and 11 deletions

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# Contributing # Contributing
First of all, thank you very much for taking the time to contribute to the First of all, thank you very much for taking the time to contribute to the
`EnTT` framework.<br/> `EnTT` library.<br/>
How to do it mostly depends on the type of contribution: How to do it mostly depends on the type of contribution:
* If you have a question, **please** ensure there isn't already an answer for * If you have a question, **please** ensure there isn't already an answer for
@@ -28,7 +28,7 @@ How to do it mostly depends on the type of contribution:
* If you found a bug and you wrote a patch to fix it, open a new * If you found a bug and you wrote a patch to fix it, open a new
[pull request](https://github.com/skypjack/entt/pulls) with your code. [pull request](https://github.com/skypjack/entt/pulls) with your code.
**Please**, add some tests to avoid regressions in future if possible, it **Please**, add some tests to avoid regressions in future if possible, it
would be really appreciated. Note that the `EnTT` framework has a would be really appreciated. Note that the `EnTT` library has a
[coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master) [coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master)
(at least it was at 100% at the time I wrote this file) and this is the reason (at least it was at 100% at the time I wrote this file) and this is the reason
for which you can be confident with using it in a production environment. for which you can be confident with using it in a production environment.

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* And **much more**! Check out the * And **much more**! Check out the
[**wiki**](https://github.com/skypjack/entt/wiki). [**wiki**](https://github.com/skypjack/entt/wiki).
**Breaking news**:
* The ECS allows attaching multiple components of the same type to an entity.
* All tools work perfectly across boundaries (DLL-friendly)!!
:slightly_smiling_face:
Consider these lists a work in progress as well as the project. The whole API is Consider these lists a work in progress as well as the project. The whole API is
fully documented in-code for those who are brave enough to read it. fully documented in-code for those who are brave enough to read it.<br/>
Please, do note that all tools are also DLL-friendly now and run smoothly across
boundaries.
It is also known that `EnTT` is used in **Minecraft**.<br/> One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
Given that the game is available literally everywhere, I can confidently say Given that the game is available literally everywhere, I can confidently say
that the library has been sufficiently tested on every platform that can come to that the library has been sufficiently tested on every platform that can come to
mind. mind.
@@ -160,7 +156,7 @@ int main() {
## Motivation ## Motivation
I started developing `EnTT` for the _wrong_ reason: my goal was to design an I started developing `EnTT` for the _wrong_ reason: my goal was to design an
entity-component system to beat another well known open source solution both in entity-component system to beat another well known open source library both in
terms of performance and possibly memory usage.<br/> terms of performance and possibly memory usage.<br/>
In the end, I did it, but it wasn't very satisfying. Actually it wasn't In the end, I did it, but it wasn't very satisfying. Actually it wasn't
satisfying at all. The fastest and nothing more, fairly little indeed. When I satisfying at all. The fastest and nothing more, fairly little indeed. When I