updates to documentation

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turanszkij
2015-11-26 00:37:26 +01:00
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### Overview:
Wicked Engine is an open-source game engine written in C++ for Windows PC. For list of features, see features.txt.
Documentation is not yet available, but hopefully it will be someday.
Demos are available at: https://github.com/turanszkij/WickedEngineDemos
From now on you can easily set up a game project by using the component templates. (see the demos for examples)
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5. Armature
6. Ray
7. AABB
8. Renderable Components
1. Renderable2DComponent
2. ForwardRenderableComponent
3. DeferredRenderableComponent
4. LoadingScreenComponent
## Introduction and usage
Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
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### Renderer
## Utility Tools
The scripting API provides certain engine features to be used in development.
The scripting API provides certain engine features to be used in development.
Tip: You can inspect any object's functionality by calling
getprops(YourObject) on them (where YourObject is the object which is to be inspected). The result will be displayed on the BackLog.
### Font
Gives you the ability to render text with a custom font.
### Sprite
Render images on the screen.
#### ImageEffects
Specify Sprite properties, like position, size, etc.
#### SpriteAnim
Animate Sprites easily with this helper.
### Texture
Just holds texture information in VRAM.
### Sound
Load a Sound file, either sound effect or music.
#### SoundEffect
Sound Effects are for playing a sound file once. It comes with its own configurable settings.
#### Music
Music is for playing sound files in the background, along with sound effects. It comes with its own configurable settings.
### Vector
A four component floating point vector. Provides efficient calculations with SIMD support.
### Matrix
A four by four matrix, efficient calculations with SIMD support.
### Scene
Manipulate the 3D scene with these objects.
#### Node
The basic entity in the scene. Everything is a node. It has a name.
#### Transform
Everything in the scene is a transform. It defines a point in the space by location, size, and rotation.
It provides several key features of parenting. It is a Node.
#### Cullable
Can be tested againt the view frustum, AABBs, rays, space partitioning trees. It is a Transform.
#### Object
It is a renderable entity (optionally), which contains a Mesh and is Cullable.
#### Armature
It animates meshes. It is a Transform.
#### Ray
#### AABB
Can intersect with AABBs, Cullables.
#### AABB
Axis Aligned Bounding Box. Can be intersected with any shape, or ray.
### Renderable Components
A RenderableComponent describes a scene wich can render itself.
#### Renderable2DComponent
It can hold Sprites and Fonts and can sort them by layers, update and render them.
#### ForwardRenderableComponent
It renders the scene contained by the Renderer in a forward render path. The component does not hold the scene information,
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
#### DeferredRenderableComponent
It renders the scene contained by the Renderer in a deferred render path. The component does not hold the scene information,
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
#### LoadingScreenComponent
It is a Renderable2DComponent but one that internally manages resource loading and can display information about the process.