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-rw-r--r--CHANGELOG.md2
-rw-r--r--README.md47
2 files changed, 27 insertions, 22 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 3d50c6f..a5e0d9f 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -88,6 +88,8 @@
* Make changelog Markdown
* Rename home_directory to base_directory
+* Update readme (eg. use non-ASCII characters)
+
# 0.B.2
* Fix data directory not being set correctly by CMake;
diff --git a/README.md b/README.md
index 6bacdea..1194ad4 100644
--- a/README.md
+++ b/README.md
@@ -2,69 +2,72 @@ BOWSHOCK
# CHANGELOG
-Read: "CHANGELOG.txt"
+Read: `CHANGELOG.txt`
# COMPILATION
-Bowshock uses CMake as its build system. The standard option CMAKE_BUILD_TYPE
-may be set to either "Release" or "Debug", depending on the build type.
+Bowshock uses CMake as its build system. The standard option `CMAKE_BUILD_TYPE` may be set to either `Release` or `Debug`, depending on the build type.
-The main program is written in C++20, and a conforming compiler is therefore
-required. OpenGL 3.2 is used for rendering, and the shaders are therefore
-written in GLSL 1.50.
+The main program is written in C++20, and a conforming compiler is therefore required. OpenGL 3.2 is used for rendering, and the shaders are therefore written in GLSL 1.5.
-Before compilation, an appropriate GLAD loader must be downloaded from a web
-instance. I use the one on dav1d.de, with the following settings:
+Before compilation, an appropriate *GLAD* loader must be downloaded from a web instance. I use the one on `dav1d.de`, with the following settings:
<https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D3.2&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on>
-The script "extractGlad.sh" will extract "glad.zip" (or any other archive - if
-specified) to "glad". It also copies a CMake lists file to the directory, and
-CMake will automatically include this and build GLAD.
+The script `extractGlad.sh` will extract `glad.zip` (or any other archive – if specified) to "glad". It also copies a CMake lists file to the directory:
-Before running - however - the data directory must be installed. This can be
-done via the installation script "install.sh":
+```
+./extractGlad.sh <archive>
+```
+Before running – however – the data directory must be installed. This can be done via the installation script `install.sh`:
+
+```
./install.sh data [data directory]
+```
# DEVELOPMENT
To initialise the environment, I use the following commands:
+```
rm -fr build && \
rm -fr bindir && \
rm -fr datdir && \
./extractGlad.sh && \
cmake -Bbuild -DBOW_DATA_DIRECTORY="${PWD}/datdir" -DCMAKE_BUILD_TYPE=Debug . && \
./install.sh data "${PWD}/datdir"
+```
-... and from there just use the following to build the project:
+… and from there just use the following to build the project:
+```
clear && \
./validateShaders.py && \
cmake --build build && \
build/bowshock/bowshock --skip
+```
## SHADER VALIDATION
-The shaders at bowshock/shader may be validated using the Python script
-"validateShaders.py". If the shaders contain errors, and these are not fixed
-before installation, the program will fail to compile them during run-time.
+The shaders at bowshock/shader may be validated using the Python script `validateShaders.py`. If the shaders contain errors, and these are not fixed before installation, the program will fail to compile them during run‐time.
# INSTALLATION
-The script "install.sh" will install the executable, the assets, the shaders...
-to the specified directories:
+The script `install.sh` will install the executable, the assets, the shaders, etc. to the specified directories:
+```
./install.sh [build directory] [binary directory] [data directory]
+```
# MIRRORS
mandelbrot.dk (main): <https://mandelbrot.dk/bowshock>
-GitLab: <https://gitlab.com/bjoernager/bowshock.git>
-GitHub: <https://github.com/bjoernager/bowshock.git>
+GitLab: <https://gitlab.com/bjoernager/bowshock.git>
+
+GitHub: <https://github.com/bjoernager/bowshock.git>
# CREDITS
-Read: "CREDITS.txt"
+Read: `CREDITS.txt`