Fix some README grammatical errors
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README.md
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README.md
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@ -19,13 +19,13 @@ Here is a selection of screenshots that provides a good sense of the graphical c
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The sibenik, sponza and buddha models shown are from the [McGuire Computer Graphics Archive](https://casual-effects.com/data/), any other models shown are created by me.
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The sibenik, sponza and buddha models shown are from the [McGuire Computer Graphics Archive](https://casual-effects.com/data/), any other models shown are created by me.
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## Features
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## Features
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* Custom cross platform high-level graphics API
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* Custom cross-platform high-level graphics API
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* Backends available:
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* Backends available:
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* Vulkan
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* Vulkan
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* Metal
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* Metal
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* DX12
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* DX12
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* Rendering is consistent regardless of platform or API used!
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* Rendering is consistent regardless of platform or API used!
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* Where older or underperforming GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows and has other scalability options.
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* Where older GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows and has other scalability options.
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* Shaders are written in GLSL, and compiled to the required shader language offline and/or at runtime using SPIRV-Cross and glslang.
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* Shaders are written in GLSL, and compiled to the required shader language offline and/or at runtime using SPIRV-Cross and glslang.
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* Other advanced rendering techniques
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* Other advanced rendering techniques
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* Real-time physically based rendering including using scene probes for image-based lighting.
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* Real-time physically based rendering including using scene probes for image-based lighting.
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@ -36,16 +36,16 @@ The sibenik, sponza and buddha models shown are from the [McGuire Computer Graph
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* main() and other platform-specific tidbits are abstracted, for easy support of non-desktop platforms like mobile devices.
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* main() and other platform-specific tidbits are abstracted, for easy support of non-desktop platforms like mobile devices.
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* HiDPI support included and enabled by default!
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* HiDPI support included and enabled by default!
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* If available on the platform, multiple windows are supported as well! This is leveraged by Dear ImGui for multiple viewport support.
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* If available on the platform, multiple windows are supported as well! This is leveraged by Dear ImGui for multiple viewport support.
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* Support for querying whether or not the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark imgui themes.
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* Support for querying whether the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark imgui themes.
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* Dear ImGui used for debug/editor UIs
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* Dear ImGui used for debug/editor UIs
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* Uses the experimental docking/viewport branch!
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* Uses the experimental docking/viewport branch!
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* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
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* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
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* Custom ImGui backend is built on top the GFX api and other platform agnostic systems.
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* Custom ImGui backend is built on top the GFX api and other platform-agnostic systems.
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* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](https://git.sr.ht/~redstrate/prism/tree/master/item/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/imgui_utility.hpp)!
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* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](https://git.sr.ht/~redstrate/prism/tree/master/item/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/imgui_utility.hpp)!
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* Entity-Component system for modular object building
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* Entity-Component system for modular object building
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* No runtime polymorphism is involved and it leverages the native C++ type system, [components are kept as simple structs](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/components.hpp).
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* No runtime polymorphism is involved, and it leverages the native C++ type system, [components are kept as simple structs](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/components.hpp).
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* Asset management
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* Asset management
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* Custom model file format for super fast model loading and small file sizes.
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* Custom model file format for super-fast model loading and small file sizes.
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* Includes a custom Blender addon for easy exporting!
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* Includes a custom Blender addon for easy exporting!
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* Assets are referenced from disk, and only loaded once - and are unloaded once they are no longer referenced.
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* Assets are referenced from disk, and only loaded once - and are unloaded once they are no longer referenced.
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* Thumbnails are created automatically by the editor and stored on disk until further use.
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* Thumbnails are created automatically by the editor and stored on disk until further use.
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@ -53,13 +53,13 @@ The sibenik, sponza and buddha models shown are from the [McGuire Computer Graph
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* Quaternions, matrices, vectors, rays, and more are available!
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* Quaternions, matrices, vectors, rays, and more are available!
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* Infinite perspective matrices are available and used by default.
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* Infinite perspective matrices are available and used by default.
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* Custom editors supporting scene, cutscene, material authoring
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* Custom editors supporting scene, cutscene, material authoring
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* Multidocument workflow similar to UE4.
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* Multi-document workflow similar to UE4.
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* Undo/redo system.
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* Undo/redo system.
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* Transform handles for easy object manipulation.
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* Transform handles for easy object manipulation.
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## Building
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## Building
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Prism will build out of the box in CMake, but on some platforms (like Windows) you will have to point to some of the
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Prism will build out of the box in CMake, but on some platforms (like Windows) you will have to point to some
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dependencies yourself.
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dependencies yourself.
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There is an example app provided in `example/`. If you want to build the tooling or the example, use the CMake options `BUILD_EXAMPLE` and `BUILD_TOOLS` respectively.
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There is an example app provided in `example/`. If you want to build the tooling or the example, use the CMake options `BUILD_EXAMPLE` and `BUILD_TOOLS` respectively.
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