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-*BOWSHOCK 0.C.0-11*
+# Bowshock
-![](https://mandelbrot.dk/logo/bowshock.svg)
+*Bowshock* is an upcoming project developed at [Achernar](https://achernar.dk/) by Gabriel Bjørnager Jensen.
-# CHANGELOG
+This project is currently early in development.
+This readme will be elaborated upon gradually.
-Read: `CHANGELOG.md`
-
-# 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.
-
-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. For more information, read: *COMPILATION > DEPENDENCIES > GLAD*
-
-<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.
-
-```
-./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]
-```
-
-## DEPENDENCIES
-
-Bowshock makes use of the following libraries:
-
-* {fmt}
-* GLAD (see below)
-* GLFW3
-
-For {fmt}, the appropriate package is `fmt` (Arch). For GLFW, both `glfw-wayland` and `glfw-x11` (both Arch) may be used.
-
-### GLAD
-
-The GLAD loader must be downloaded from a web instance. I use the one on `dav1d.de`, with the following settings:
+## CHANGELOG
-<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.
-
-```
-./extractGlad.sh <archive>
-```
-
-# 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:
-
-```
-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.
-
-# INSTALLATION
-
-The script `install.sh` will install the executable, the assets, the shaders, etc. to the specified directories:
-
-```
-./install.sh all [build directory] [binary directory] [data directory]
-```
-
-# MIRRORS
-
-mandelbrot.dk (main): <https://mandelbrot.dk/bowshock>
+Read: `CHANGELOG.md`
-GitLab: <https://gitlab.com/bjoernager/bowshock.git>
+## MIRRORS
-GitHub: <https://github.com/bjoernager/bowshock.git>
+Bowshock is officially hosted on [`mandelbrot.dk`](https://mandelbrot.dk/bowshock/).
-# CREDITS
+## CREDITS
Read: `CREDITS.txt`