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<div align="center"> <h1>
<a href="https://zaklaus.itch.io/eco2d"><img src="https://user-images.githubusercontent.com/2182108/111983468-d5593e80-8b12-11eb-9c59-8c78ecc0504e.png" alt="eco2d" /></a> eco2d
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# Introduction # Introduction
zpl.eco2d is a small framework/game engine made out of curiosity. It attempts to bridge several libraries to create a playable sandbox with ease of extensibility and with performance in mind. The goal is not to make a generic 2D game engine but to build a game prototype that anyone can use to build various experiments. eco2d is a experimental set of games made out of curiosity. It attempts to bridge several libraries to create a playable sandbox with ease of extensibility and with performance in mind. The goal is not to make a generic 2D game engine but to build a game prototype that anyone can use to build various experiments.
The game runs on top of [raylib](https://raylib.com/) technologies and makes use of the [zpl](https://zpl.pw/) ecosystem alongside the **cwpack** library for data serialization. The game logic and lifecycle are maintained using [flecs](https://github.com/SanderMertens/flecs/) library and its suite of tools that help us improve the development efficiency. The game runs on top of [raylib](https://raylib.com/) technologies and makes use of the [zpl](https://zpl.pw/) ecosystem alongside the **cwpack** library for data serialization. The game logic and lifecycle are maintained using [flecs](https://github.com/SanderMertens/flecs/) library and its suite of tools that help us improve the development efficiency.
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* Networked game (UDP) - networked sessions benefit from the use of [enet](https://github.com/zpl-c/enet/) library. * Networked game (UDP) - networked sessions benefit from the use of [enet](https://github.com/zpl-c/enet/) library.
* Local Only sessions - Data is streamed via local buffers. * Local Only sessions - Data is streamed via local buffers.
In both cases, the game engine does not differentiate between these two options and makes the concept of Server <>client infrastructure entirely abstract. As a result, gameplay logic is only tied to living entities, where the entity might represent a networked client / local controller. In both cases, the game engine does not differentiate between these two options and makes the concept of Server<>client infrastructure entirely abstract. As a result, gameplay logic is only tied to living entities, where the entity might represent a networked client / local controller.
All data is transferred via packets fully automated by our serialization rule system, which uses the **cwpack** library in the background. All data is transferred via packets fully automated by our serialization rule system, which uses the **cwpack** library in the background.
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``` ```
# License # License
zpl.eco2d code is licensed under the BSD 3-Clause license, as seen [here](LICENSE). eco2d code is licensed under the BSD 3-Clause license, as seen [here](LICENSE).
Assets under the **art** folder are released into [Public Domain](https://creativecommons.org/share-your-work/public-domain/cc0/) unless otherwise stated. Assets under the **art** folder are released into [Public Domain](https://creativecommons.org/share-your-work/public-domain/cc0/) unless otherwise stated.