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Update README.md
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README.md
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README.md
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@ -46,7 +46,7 @@ features
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- Still flexible -- pixels are left for you to draw in any way you want.
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- Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META).
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- Many compile-time options to tune the performance vs quality.
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- Well commented code.
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- Well commented and formatted code.
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**NOTE**: Backwards compatibility isn't a goal of this libraray. It is meant to
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be an as-is set of tools that the users is welcome to adjust for their
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@ -64,15 +64,20 @@ which contains some better documented example code, including a [very simple hel
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The basic philosophy is:
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- The library implements only a rendering back-end, it doesn't permorm any drawing to the actual screen,
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hence there is no dependency on any library such as OpenGL or SDL. It just calls your front-end function
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and tells you which pixels you should write. How you do it is up to you.
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- Before including the header, define `RCL_PIXEL_FUNCTION` to the name of a function you will use to
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draw pixels. It is basically a fragment/pixel shader function that the library will call. You will
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be passed info about the pixel and can decide what to do with it, so you can process it, discard it,
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or simply write it to the screen.
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- Call `RCL_renderSimple` or `RCL_renderComplex` to perform the frame rendering. This will cause the
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library to start calling the `RCL_PIXEL_FUNCTION` in order to draw the frame.
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library to start calling the `RCL_PIXEL_FUNCTION` in order to draw the frame. You can optionally write
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a similar function of your own using the more low-level functions which are also provided.
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- The library gets info about the world (such as floor or ceiling height) via *array* functions
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(`RCL_ArrayFunction` type) -- functions that take *x* and *y* coordinates of a square and return given
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information. This way you are free to generate the world procedurally if you want.
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information. This way you are free to not only fetch the map data from an array, but also generate
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the world procedurally if that is what you want.
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- Fixed point arithmetics is used as a principle, but there is no abstraction above it, everything is simply
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an integer (`RCL_Unit` type). The space is considered to be a dense grid, where each world square
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has a side length of `RCL_UNITS_PER_SQUARE` units. Numbers are normalized by this constant, so e.g.
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