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README.md: some small fix
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andreasdr committed Nov 5, 2023
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46 changes: 23 additions & 23 deletions README.md
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- to implement GUI application flow(WIP)
- supports position and color based effects in combination with conditions that can also be defined via XML
- unicode support via UTF8
- MiniScript
- very small implementation of a scripting language
- runs on every CPU, OS, ... due to its simplicity, so its highly portable just like TDME2 is
- can be easily extended by writing state machine machine states and script methods in C++
- works with the following data types: null, boolean, integer, float, string, vector2, vector3, vector4, quaternion, matrix3x3, matrix4x4, transform, array, map and set
- when calling script C++ methods or script functions with arguments it does optionally use references or value by copy
- supports user script functions and recursion
- supports operators by operator to method mapping by a preprocessor run
- supports loops and conditions
- supports programming with classes style programming
- for string, vector2, vector3, vector4, quaternion, matrix3x3, matrix4x4, transform, array, map and set data types
- via script classes
- custom data types are planned
- supports event like programming
- can be transpiled to C++
- how to use:
- each script is attached to a game entity
- communication between script instances is possible by
- using callable functions
- sending signals with arguments
- complex logic should still be implemented by a game developer in C++ by extending MiniScript
- game designers can use MiniScript + those methods to implement high level game logic
- MiniScript methods/states know about them self, so a whole documentation for MiniScript usage can be generated later
- MiniScript
- very small implementation of a scripting language
- runs on every CPU, OS, ... due to its simplicity, so its highly portable just like TDME2 is
- can be easily extended by writing state machine machine states and script methods in C++
- works with the following data types: null, boolean, integer, float, string, vector2, vector3, vector4, quaternion, matrix3x3, matrix4x4, transform, array, map and set
- when calling script C++ methods or script functions with arguments it does optionally use references or value by copy
- supports user script functions and recursion
- supports operators by operator to method mapping by a preprocessor run
- supports loops and conditions
- supports programming with classes style programming
- for string, vector2, vector3, vector4, quaternion, matrix3x3, matrix4x4, transform, array, map and set data types
- via script classes
- custom data types are planned
- supports event like programming
- can be transpiled to C++
- how to use:
- each script is attached to a game entity
- communication between script instances is possible by
- using callable functions
- sending signals with arguments
- complex logic should still be implemented by a game developer in C++ by extending MiniScript
- game designers can use MiniScript + those methods to implement high level game logic
- MiniScript methods/states know about them self, so a whole documentation for MiniScript usage can be generated later
- Networking module, which consists of
- UDP server
- n:m threading model with non blocked IO via kernel event mechanismns(epoll, kqueue or select)
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