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Эх сурвалжийг харах

Explained how porting can be made effortless.

Dawoodoz 5 жил өмнө
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1 өөрчлөгдсөн 2 нэмэгдсэн , 2 устгасан
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      README.md

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README.md

@@ -13,10 +13,10 @@ Real-time dynamic light with depth-based casted shadows and normal mapping at 29
 * **Determinism down to machine precision** means that if it worked on one computer, it will probably work the same on another computer.
 * **Determinism down to machine precision** means that if it worked on one computer, it will probably work the same on another computer.
 * **Often faster than the monitor's refresh rate** for isometric graphics with dynamic light. Try the Sandbox SDK example compiled in release mode on Ubuntu or Manjaro to check if it's smooth on your CPU. Quad-core Intel Core I5 should be fast enough in resonable resolutions, hexa-core I5 will have plenty of performance and octa-core I7 is butter smooth even in high resolutions.
 * **Often faster than the monitor's refresh rate** for isometric graphics with dynamic light. Try the Sandbox SDK example compiled in release mode on Ubuntu or Manjaro to check if it's smooth on your CPU. Quad-core Intel Core I5 should be fast enough in resonable resolutions, hexa-core I5 will have plenty of performance and octa-core I7 is butter smooth even in high resolutions.
 * **Low latency for retro 2D graphics** using the CPU's higher frequency for low resolutions. There are no hardware limits other than CPU cycles and memory. Render to textures, apply deferred light filters or write your modified rendering pipeline for custom geometry formats.
 * **Low latency for retro 2D graphics** using the CPU's higher frequency for low resolutions. There are no hardware limits other than CPU cycles and memory. Render to textures, apply deferred light filters or write your modified rendering pipeline for custom geometry formats.
-* **Create your legacy.** Make software that future generations might be able to port, compile and run natively without the need for emulators.
+* **Create your legacy.** Make software that future generations might be able to port, compile and run natively without the need for emulators. Each new operating system is supported by implementing a single module with basic mouse, keyboard and window interaction. Portable key-codes are mapped to equivalents of the most essential keys. Just make sure to keep file paths and external dependencies to a minimum.
 
 
 ## More than a graphics API, less than a graphics engine
 ## More than a graphics API, less than a graphics engine
-It is a rendering API, image processing framework and graphical user interface system in a static C++14 library meant to minimize the use of dynamic dependencies in long-term projects while still offering the power to make your own abstractions on top of low-level rendering operations. The core library itself is mostly pure math and can be compiled on most systems using GNU's C++14, but the window backends that takes user input and displays the final image buffer are implemented outside of the library for each platform. This places most platform dependent code into a single module that can be ported relatively easy if you have worked with the system's native API before. A window backend for X11 is currently supporting Linux, which is recommended for trying the SDK and learning. A partial port without full-screen exists for MS-Windows. On embedded systems, you can output images as ascii art via SSH to debug robotic vision.
+It is a rendering API, image processing framework and graphical user interface system in a static C++14 library meant to minimize the use of dynamic dependencies in long-term projects while still offering the power to make your own abstractions on top of low-level rendering operations. The core library itself is pure math on a hardware abstraction and can be compiled on most systems using GNU's C++14.
 
 
 ## Still a public beta
 ## Still a public beta
 Don't use it for safety-critical projects unless you verify correctness yourself and take all responsibility. Either way, it's probably a lot safer than using OpenGL, OpenCL or Direct3D simply by being a single implementation where bugs will be mostly the same on each platform. Stack memory for VLA may vary. Test everything with billions of cases.
 Don't use it for safety-critical projects unless you verify correctness yourself and take all responsibility. Either way, it's probably a lot safer than using OpenGL, OpenCL or Direct3D simply by being a single implementation where bugs will be mostly the same on each platform. Stack memory for VLA may vary. Test everything with billions of cases.