From 2ced02a6b927bd2be3f10170746f74d984d085ae Mon Sep 17 00:00:00 2001 From: Turanszki Janos Date: Thu, 11 Jul 2019 22:09:24 +0100 Subject: [PATCH] small update in documentation --- Documentation/WickedEngine-Documentation.md | 20 +++++++++++--------- 1 file changed, 11 insertions(+), 9 deletions(-) diff --git a/Documentation/WickedEngine-Documentation.md b/Documentation/WickedEngine-Documentation.md index 7b6b18572..57c5dc8bb 100644 --- a/Documentation/WickedEngine-Documentation.md +++ b/Documentation/WickedEngine-Documentation.md @@ -52,15 +52,17 @@ You can find out more about the Entity-Component system and other engine-level s - wiSceneSystem - This contains Scene, a class that is responsible of holding and managing everything in the world - There are also all of the Component types, like TransformComponent, MeshComponent, etc. + - There are a number of systems here that can operate on collections of components - wiJobSystem - Manages the execution of concurrent tasks - - Execute() function will schedule a task for execution on a separate thread - - Dispatch() function will schedule a task for execution on multiple parallel threads - - Wait() function will block until all jobs have finished. All scheduling operations are put on hold too + - context type defines a single workload that can be synchronized + - Execute() function will schedule a task for execution on a separate thread for a given workload + - Dispatch() function will schedule a task for execution on multiple parallel threads for a given workload + - Wait() function will block until all jobs have finished for a given workload. The current thread starts working on any work left to be finished. - wiInitializer - - Initializes all engine systems + - Initializes all engine systems either in a blocking or an asynchronous way - wiWindowRegistration - This is a platform specific utility to manage the native display window @@ -85,14 +87,14 @@ You can find the Graphics related classes un der ENGINE/Graphics filter in the s - This can render fonts to the screen - wiGraphicsDevice - - This is the low-level rendering interface. It must implement either DirectX1, DirectX12 or Vulkan (at the moment) + - This is the interface for the graphics API abstraction. It is higher level than a graphics API, but these are the lowest level of rendering commands the engine offers. - See wiGraphicsDevice_DX11 for DirectX11 rendering interface - - See wiGraphicsDevice_DX12 for DirectX12 rendering interface - - See wiGraphicsDevice_Vulkan for Vulkan rendering interface + - See wiGraphicsDevice_DX12 for DirectX12 rendering interface (experiemntal) + - See wiGraphicsDevice_Vulkan for Vulkan rendering interface (experimental) - There are many other classes that you can find here, such as wiEmittedParticle, to render emitter components. -You can see a quickstart guide on the following picture regarding the most common rendering resources: +The following quick reference shows an overview of common resource formats and spaces: ![InformationSheet](information_sheet.png) @@ -100,7 +102,7 @@ You can see a quickstart guide on the following picture regarding the most commo A collection of engine-level helper classes - wiArchive - - This is used for serializing binary data + - This is used for serializing binary data to disk or memory - wiHelper - Many helper utility functions, like screenshot, readfile, messagebox, splitpath, sleep, etc... - wiMath