diff --git a/README.md b/README.md index a58efc8..94460d9 100644 --- a/README.md +++ b/README.md @@ -36,43 +36,43 @@ TODO: Better docs and demo Basically, all you have to do is make an instance of `App`, with a backend of choice (only LWJGL now). -It's all about init tasks -------------------------- +Easy customization with Init Tasks +---------------------------------- -You then add some `InitTask`s to the `App`, maybe some plugins, and `start()` it. +You then add some `InitTask`-s to the `App`, maybe some plugins, and `start()` it. This can be done in the constructor, or somewhere else, that doesn't really matter. -All of the game configuration is done using the `InitTask`s. There is a bunch of init tasks already added, each task has a name and a list of tasks it depends upon. It also has a priority, which affects order (but dependencies must already be loaded). +All of the game configuration is done using the init tasks. There is a bunch of init tasks already added, each task has a name and a list of tasks it depends upon. It also has a priority, which affects order (but dependencies must already be loaded). -You can add task to setup `WorkDir`, to define config file locations and contents, to set up window size, to load resources and so on. +You can add task to setup working directory, to define config file locations and contents, to set up window size, to load resources and so on. -Not really, it's all about EventBus ------------------------------------ +Driven by Events +---------------- Once init tasks are initialized, the next phase comes. The `MainLoop` will be executed, providing delta timing to the whole game. -This is done via an `EventBus` system, the core of the whole engine. Everything is done using Events. Well, almost. +This is done via an `EventBus`, the core of the whole engine. Everything is done using Events. Well, almost. -- Delta timing is via events. -- Shutdown is done via event. -- Resource loading is via events -- All game logic can be done via events -- User input is via events -- ... +Stuff done with events: -So yeah, lot of stuff. +- Delta timing +- Shutdown +- Resource loading +- User input +- Layout change notification +- Anything else you add The GUI ------- -The MainLoop renders something called "main renderable", or UI. What you put there is really up to you, but typically it's a `SreenRegistry` with some `Screen`s in it. +The `MainLoop` renders something called "main renderable", or UI. What you put there is really up to you, but typically it's a `SreenRegistry` with some `Screen`s in it. The UI receives timing events, user input events etc, and can react to them. -There is a little library of UI layouts and components that can be used, or you may make your own with no big hassle. +There is a little **library of UI layouts and components** that can be used, or you may make your own with no big hassle. Make use of MightyUtils! @@ -80,7 +80,8 @@ Make use of MightyUtils! There is a HUGE amount of cool utils in the MightyUtils library. One of them is even the EventBus itself. -There is a magnificent **math library** with **dynamic constraints**, the base of the GUI system. There is even a custom "serialization" system called **ION**. +There is a cool **math library** with **dynamic constraints**, the base of the GUI system. +There is even a custom serialization system called **ION**. **Check it out!**