doc: minor changes
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# Contributing
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# Contributing
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First of all, thank you very much for taking the time to contribute to the
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First of all, thank you very much for taking the time to contribute to the
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`EnTT` framework.<br/>
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`EnTT` library.<br/>
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How to do it mostly depends on the type of contribution:
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How to do it mostly depends on the type of contribution:
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* If you have a question, **please** ensure there isn't already an answer for
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* If you have a question, **please** ensure there isn't already an answer for
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* If you found a bug and you wrote a patch to fix it, open a new
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* If you found a bug and you wrote a patch to fix it, open a new
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[pull request](https://github.com/skypjack/entt/pulls) with your code.
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[pull request](https://github.com/skypjack/entt/pulls) with your code.
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**Please**, add some tests to avoid regressions in future if possible, it
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**Please**, add some tests to avoid regressions in future if possible, it
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would be really appreciated. Note that the `EnTT` framework has a
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would be really appreciated. Note that the `EnTT` library has a
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[coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master)
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[coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master)
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(at least it was at 100% at the time I wrote this file) and this is the reason
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(at least it was at 100% at the time I wrote this file) and this is the reason
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for which you can be confident with using it in a production environment.
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for which you can be confident with using it in a production environment.
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14
README.md
14
README.md
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* And **much more**! Check out the
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* And **much more**! Check out the
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[**wiki**](https://github.com/skypjack/entt/wiki).
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[**wiki**](https://github.com/skypjack/entt/wiki).
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**Breaking news**:
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* The ECS allows attaching multiple components of the same type to an entity.
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* All tools work perfectly across boundaries (DLL-friendly)!!
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:slightly_smiling_face:
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Consider these lists a work in progress as well as the project. The whole API is
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Consider these lists a work in progress as well as the project. The whole API is
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fully documented in-code for those who are brave enough to read it.
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fully documented in-code for those who are brave enough to read it.<br/>
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Please, do note that all tools are also DLL-friendly now and run smoothly across
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boundaries.
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It is also known that `EnTT` is used in **Minecraft**.<br/>
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One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
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Given that the game is available literally everywhere, I can confidently say
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Given that the game is available literally everywhere, I can confidently say
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that the library has been sufficiently tested on every platform that can come to
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that the library has been sufficiently tested on every platform that can come to
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mind.
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mind.
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@@ -160,7 +156,7 @@ int main() {
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## Motivation
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## Motivation
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I started developing `EnTT` for the _wrong_ reason: my goal was to design an
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I started developing `EnTT` for the _wrong_ reason: my goal was to design an
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entity-component system to beat another well known open source solution both in
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entity-component system to beat another well known open source library both in
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terms of performance and possibly memory usage.<br/>
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terms of performance and possibly memory usage.<br/>
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In the end, I did it, but it wasn't very satisfying. Actually it wasn't
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In the end, I did it, but it wasn't very satisfying. Actually it wasn't
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satisfying at all. The fastest and nothing more, fairly little indeed. When I
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satisfying at all. The fastest and nothing more, fairly little indeed. When I
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