update README

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lisk77 2025-02-25 00:57:59 +01:00
parent 80a62ab2b3
commit 328e1075b8

117
README.md
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@ -4,9 +4,9 @@ a free and open source games framework
> [!WARNING]
> This project is in early development and is not yet ready for use.
>
> It could be potentially used to make something very basic in a very hacky way but it is not a good experience
> It could be potentially used to make something very basic in a very hacky way, but it is not a good experience
>
> Installation is manual as of right now but if it reaches an exaptable state I will publish the crate
> Installation is manual as of right now but if it reaches an acceptable state I will publish the crate
## Recommended setup
@ -26,10 +26,10 @@ project
```
```toml
# Cargo.toml
# Cargo.toml
# ...
[dependencies]
comet = { path = "crates/comet" }
comet = { path = "path/of/the/comet/crate" }
# ...
```
@ -40,9 +40,9 @@ use comet::prelude::*;
struct GameState {}
impl GameState {
pub fn new() -> Self {
Self {}
}
pub fn new() -> Self {
Self {}
}
}
// This function will be called once before the event loop starts
@ -50,14 +50,14 @@ fn setup(app: &mut App, renderer: &mut Renderer2D) {}
// This function will be called every tick
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}
fn main() {
App::new() // Generate a basic 2D app
.with_preset(App2D) // Pre-registers the `Transform2D` component in the world
.with_title("Comet App") // Sets the window title
.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
.with_size(1920, 1080) // Sets the window size
.with_game_state(GameState::new()) // Adds a custom game state struct
.run::<Renderer2D>(setup, update) // Starts app
fn main() {
App::new() // Generate a basic 2D app
.with_preset(App2D) // Pre-registers the `Transform2D` component in the world
.with_title("Comet App") // Sets the window title
.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
.with_size(1920, 1080) // Sets the window size
.with_game_state(GameState::new()) // Adds a custom game state struct
.run::<Renderer2D>(setup, update) // Starts app with the given
}
```
@ -70,65 +70,32 @@ use fs_extra::dir::CopyOptions;
use std::env;
fn main() -> Result<()> {
println!("cargo:rerun-if-changed=resources/textures/*");
println!("cargo:rerun-if-changed=resources/shaders/*");
println!("cargo:rerun-if-changed=resources/textures/*");
println!("cargo:rerun-if-changed=resources/shaders/*");
let out_dir = env::var("OUT_DIR")?;
let mut copy_options = CopyOptions::new();
copy_options.overwrite = true;
let mut paths_to_copy = Vec::new();
paths_to_copy.push("resources/textures/");
paths_to_copy.push("resources/shaders/");
let out_dir = env::var("OUT_DIR")?;
let mut copy_options = CopyOptions::new();
copy_options.overwrite = true;
let mut paths_to_copy = Vec::new();
paths_to_copy.push("resources/textures/");
paths_to_copy.push("resources/shaders/");
copy_items(&paths_to_copy, out_dir, &copy_options)?;
copy_items(&paths_to_copy, out_dir, &copy_options)?;
Ok(())
Ok(())
}
```
## Todo
(not ordered by importance)
- [x] Fixed update steps (60 updates per second right now)
- [ ] Rendering
- [x] 2D
- [x] Textures
- [ ] 3D
- [ ] Meshes
- [ ] Normal maps
- [x] Texture Atlas
- [x] Shaders
- [ ] Materials
- [ ] Text
- [ ] Particles
- [ ] Animations
- [ ] Lighting
- [ ] UI
- [ ] Buttons
- [ ] Input
- [ ] Post-processing
- [ ] Multiple render passes
- [ ] Individual effects
- [ ] Sound
- [ ] Input
- [ ] Universal input manager
- [x] Keyboard
- [x] Mouse
- [ ] Gamepad
- [x] ECS
- [x] Components
- [x] Entities
- [x] Archetypes
- [x] World
- [ ] Scene
- [ ] loading
- [ ] saving
- [ ] Physics
- [ ] (out of the box) Rendering
- [ ] 2D
- [x] texture rendering
- [x] world rendering
- [ ] 3D
- [x] Plugin System (at least right now)
- [x] Adding custom game state struct
- [x] Adding custom renderer
- [ ] Particles
- [ ] Post-processing
- [ ] Math
- [x] Vectors
- [x] Matrices
@ -137,14 +104,18 @@ fn main() -> Result<()> {
- [ ] Bezier curves
- [x] Easing functions
- [ ] Noise
- [ ] White
- [ ] Perlin
- [ ] Simplex
- [ ] Worley
- [ ] Fractal
- [ ] Cellular
- [ ] Gradient
- [ ] Value
- [ ] Cubic
- [ ] Ray-casting
- [ ] Pathfinding
- [ ] Pathfinding
- [ ] ECS
- [x] Components
- [x] Entities
- [x] Archetypes
- [ ] World
- [x] general management
- [ ] saving
- [ ] loading
- [ ] Input
- [ ] Sound
- [ ] Physics
- [x] Basic Plugin System
- [x] Custom Renderer