update documentation

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turanszkij
2015-11-25 23:25:54 +01:00
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@@ -12,13 +12,58 @@ This is a collection and explanation of scripting features in Wicked Engine.
1. ImageEffects
2. SpriteAnim
3. Texture
4. Vector
5. Matrix
6. Scene
4. Sound
1. SoundEffect
2. Music
5. Vector
6. Matrix
7. Scene
1. Node
2. Transform
3. Cullable
4. Object
5. Armature
6. Ray
7. AABB (Axis Aligned Bounding Box)
7. AABB
## Introduction and usage
Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
syntax and features of the widely used Lua language, accompanied by its fast interpreter.
Apart from the common features, certain engine features are also available to use.
You can load lua script files and execute them, or the engine scripting console (also known as the BackLog)
can also be used to execute single line scripts.
Upon startup, the engine will try to load a startup script file named startup.lua in the root directory of
the application. If not found, an error message will be thrown follwed by the normal execution by the program.
In the startup file, you can specify any startup logic, for example loading content or anything.
The setting up and usage of the BackLog is the responsibility of the target application, but the recommended way to set it up
is included in all of the demo projects. It is mapped to te HOME button by default.
## Engine manipulation
The scripting API provides functions for the developer to manipulate engine behaviour or query it for information.
### BackLog
### Renderer
## Utility Tools
The scripting API provides certain engine features to be used in development.
### Font
### Sprite
#### ImageEffects
#### SpriteAnim
### Texture
### Sound
#### SoundEffect
#### Music
### Vector
### Matrix
### Scene
#### Node
#### Transform
#### Cullable
#### Object
#### Armature
#### Ray
#### AABB