updates to documentation
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### Overview:
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Wicked Engine is an open-source game engine written in C++ for Windows PC. For list of features, see features.txt.
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Documentation is not yet available, but hopefully it will be someday.
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Demos are available at: https://github.com/turanszkij/WickedEngineDemos
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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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@@ -25,6 +25,11 @@ This is a collection and explanation of scripting features in Wicked Engine.
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5. Armature
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6. Ray
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7. AABB
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8. Renderable Components
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1. Renderable2DComponent
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2. ForwardRenderableComponent
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3. DeferredRenderableComponent
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4. LoadingScreenComponent
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## Introduction and usage
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Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
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@@ -47,23 +52,56 @@ The scripting API provides functions for the developer to manipulate engine beha
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### Renderer
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## Utility Tools
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The scripting API provides certain engine features to be used in development.
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The scripting API provides certain engine features to be used in development.
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Tip: You can inspect any object's functionality by calling
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getprops(YourObject) on them (where YourObject is the object which is to be inspected). The result will be displayed on the BackLog.
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### Font
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Gives you the ability to render text with a custom font.
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### Sprite
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Render images on the screen.
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#### ImageEffects
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Specify Sprite properties, like position, size, etc.
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#### SpriteAnim
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Animate Sprites easily with this helper.
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### Texture
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Just holds texture information in VRAM.
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### Sound
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Load a Sound file, either sound effect or music.
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#### SoundEffect
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Sound Effects are for playing a sound file once. It comes with its own configurable settings.
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#### Music
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Music is for playing sound files in the background, along with sound effects. It comes with its own configurable settings.
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### Vector
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A four component floating point vector. Provides efficient calculations with SIMD support.
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### Matrix
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A four by four matrix, efficient calculations with SIMD support.
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### Scene
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Manipulate the 3D scene with these objects.
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#### Node
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The basic entity in the scene. Everything is a node. It has a name.
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#### Transform
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Everything in the scene is a transform. It defines a point in the space by location, size, and rotation.
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It provides several key features of parenting. It is a Node.
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#### Cullable
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Can be tested againt the view frustum, AABBs, rays, space partitioning trees. It is a Transform.
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#### Object
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It is a renderable entity (optionally), which contains a Mesh and is Cullable.
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#### Armature
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It animates meshes. It is a Transform.
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#### Ray
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#### AABB
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Can intersect with AABBs, Cullables.
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#### AABB
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Axis Aligned Bounding Box. Can be intersected with any shape, or ray.
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### Renderable Components
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A RenderableComponent describes a scene wich can render itself.
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#### Renderable2DComponent
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It can hold Sprites and Fonts and can sort them by layers, update and render them.
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#### ForwardRenderableComponent
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It renders the scene contained by the Renderer in a forward render path. The component does not hold the scene information,
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only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
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#### DeferredRenderableComponent
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It renders the scene contained by the Renderer in a deferred render path. The component does not hold the scene information,
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only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
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#### LoadingScreenComponent
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It is a Renderable2DComponent but one that internally manages resource loading and can display information about the process.
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