Daniele Bartolini 1 неделя назад
Родитель
Сommit
6959c5fe31
1 измененных файлов с 34 добавлено и 33 удалено
  1. 34 33
      docs/introduction.rst

+ 34 - 33
docs/introduction.rst

@@ -6,11 +6,9 @@ What is it?
 -----------
 
 Crown is a complete and cross-platform game engine designed for flexibility,
-performance, and fast-iterations.
-
-It is not limited to a specific game type or genre; rather, it provides a set of
-versatile primitives and tools that can be used to create a broad range of both
-3D and 2D games.
+performance, and fast-iterations. It isn't tied to any specific game type or
+genre; instead, it provides versatile tools and primitives for building a wide
+range of 3D and 2D games.
 
 .. image:: shots/level-editor.png
 
@@ -24,10 +22,10 @@ versatile primitives and tools that can be used to create a broad range of both
 License
 -------
 
-The games you create with Crown is your sole property. All the data (models,
-textures, levels etc.) and code you produce (including data and code that Crown
-itself outputs) is free for you to use as you wish. See :doc:`copyright` for an
-exhaustive list of the licenses involved.
+The games you create with Crown are your sole property. All the data (models,
+textures, levels etc.) and code you produce (including any data and code
+generated by Crown) are yours to use as you wish. See :doc:`copyright` for a
+comprehensive list of applicable licenses.
 
 Supported platforms
 -------------------
@@ -35,12 +33,12 @@ Supported platforms
 * Runtime
 	* Android 7.0+ (ARMv7-a, ARMv8-a)
 	* HTML5 (Wasm/Emscripten)
-	* Ubuntu 20.04+ (x86_64)
-	* Windows 7+ (x86_64)
+	* Ubuntu 22.04+ (x86_64)
+	* Windows 10+ (x86_64)
 
 * Editor
-	* Ubuntu 20.04+ (or any 64-bit Linux with GTK+ >= 3.24)
-	* Windows 7+
+	* Ubuntu 22.04+ (or any 64-bit Linux with GTK+ >= 3.24)
+	* Windows 10+
 
 Design Principles
 -----------------
@@ -67,25 +65,27 @@ design principles:
 	any work.
 
 * Lightweight Codebase and Runtime
-	The Runtime (plus tools) consist of fewer than 70K lines of code. Written in
-	straightforward 'C-style' C++, it is easily understood and extensible by
-	anyone.
+	The whole engine (runtime + tools) consist of fewer than 100K lines of code.
+	Written in high-performance native languages only, it is easily understood
+	and extensible by anyone.
 
 Features
 --------
 
-* Cross-platform Editor
-	* DCC data importers for models, textures, sounds etc.
-	* Scene Editor with place/move/rotate/scale controls, snapping, selection etc.
+* Cross-platform Editors
+	* DCC data importers for models, textures, sprites, sounds, fonts etc.
+	* Level Editor with place/move/rotate/scale controls, snapping, selection etc.
+	* Dedicated editors for most resource types (Animation, Unit prefabs, Texture Settings etc.)
+	* Object Inspector with component-based workflow.
+	* Project Browser with global searching, multiple view modes, thumbnails etc.
 	* Deployer for Android, HTML5 and desktop platforms.
-	* Project Browser with thumbnails, global searching and multiple view modes.
-	* Scene Tree and object Inspector.
-	* Console with Lua REPL.
+	* Console with Lua REPL and runtime commands.
+	* Undo/redo everywhere, light/dark theme, customizable launchers and much, much more...
 
 * Graphics
 	* High-level 3D & 2D objects (meshes, cameras, lights and sprites).
 	* Physically-based rendering pipeline.
-	* Cross-platform GLSL-like shader programming language.
+	* GLSL-like shader programming language.
 	* 3D skeletal animation.
 	* Animation state machine with events, variables and blending with simple expressions evaluator.
 	* Immediate-mode GUI API with customizable materials.
@@ -93,7 +93,7 @@ Features
 	* Flipbook sprite animation.
 	* FBX and custom mesh formats.
 	* DDS, EXR, JPG, KTX, PNG, PVR and TGA texture formats.
-	* D3D11, GL 3.2 and GLES 2.0 render backends.
+	* D3D11, Vulkan and GLES 2.0 render backends.
 
 * Physics
 	* Static, dynamic and keyframed rigid bodies with multiple colliders.
@@ -103,23 +103,24 @@ Features
 	* Spatial queries: ray-, sphere- and box-casts.
 	* Joints (fixed, spring and hinge).
 
+* Audio
+	* 3D audio sources with position and range-based attenuation.
+	* Sound groups for bulk volume adjustments.
+	* Audio streaming.
+	* Formats: WAV and OGG.
+
 * Scripting
 	* Integrated Lua runtime can be used to control every aspect of the game.
 	* On supported platforms, LuaJIT is used for even higher performances.
 	* Integrated REPL to quickly test and experiment while the game is running.
 	* Live reloading of gameplay code without needing to restart the game.
 
-* Debugging
-	* Integrated profiler and data plotter graph.
-	* C++ and Lua callstack generation.
-
 * Input
 	* Unified interface for mice, keyboards, joypads and touchpads.
 	* Access to sub-frame input events list.
 	* Simplified polling interface for rapid prototyping.
 
-* Audio
-	* 3D audio sources with position and range-based attenuation.
-	* Sound groups for bulk volume adjustments.
-	* Audio streaming.
-	* Formats: WAV and OGG.
+* Debugging
+	* Integrated profiler API and data plotter graph.
+	* C++ and Lua callstack generation.
+