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@@ -190,7 +190,7 @@ Note that on iOS calling \ref Engine::Exit "Exit()" is a no-op as there is no of
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\section MainLoop_ApplicationFramework Application framework
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\section MainLoop_ApplicationFramework Application framework
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-The Application class in the Engine library provides a minimal framework for an Urho3D C++ program with a main loop. It has virtual functions Setup(), Start() and Stop() which can be defined by the application subclass. The header file also provides a macro for defining a program entry point, which
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+The Application class provides a minimal framework for an Urho3D C++ program with a main loop. It has virtual functions Setup(), Start() and Stop() which can be defined by the application subclass. The header file also provides a macro for defining a program entry point, which
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will instantiate the Context object and then the user-specified application class. A minimal example, which would just display a blank rendering window and exit by pressing ESC:
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will instantiate the Context object and then the user-specified application class. A minimal example, which would just display a blank rendering window and exit by pressing ESC:
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\code
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\code
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@@ -408,7 +408,7 @@ There are shortcut methods on the script side for creating and accessing a node'
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ScriptObject@ object = node.CreateScriptObject("Scripts/MyClass.as", "MyClass");
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ScriptObject@ object = node.CreateScriptObject("Scripts/MyClass.as", "MyClass");
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\endcode
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\endcode
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-Note that these are not actual Node member functions on the C++ side, as the %Scene library is not allowed to depend on scripting.
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+Note that these are not actual Node member functions on the C++ side, as the %Scene classes are not allowed to depend on scripting.
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\section Scripting_ObjectSerialization Script object serialization
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\section Scripting_ObjectSerialization Script object serialization
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@@ -612,7 +612,7 @@ For the rest of the functions and classes, see the generated \ref LuaScriptAPI "
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\page Rendering Rendering
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\page Rendering Rendering
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-Much of the rendering functionality in Urho3D is built on two subsystems, Graphics and Renderer, contained within the %Graphics library.
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+Much of the rendering functionality in Urho3D is built on two subsystems, Graphics and Renderer.
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\section Rendering_Graphics Graphics
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\section Rendering_Graphics Graphics
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@@ -1304,7 +1304,7 @@ The Audio subsystem is always instantiated, but in headless mode it is not activ
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\page Physics Physics
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\page Physics Physics
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-The %Physics library in Urho3D implements rigid body physics simulation using the Bullet library.
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+Urho3D implements rigid body physics simulation using the Bullet library.
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To use, a PhysicsWorld component must first be created to the Scene.
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To use, a PhysicsWorld component must first be created to the Scene.
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@@ -1506,7 +1506,7 @@ The default flags are AM_FILE and AM_NET. Note that it is legal to define neithe
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\page Network Networking
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\page Network Networking
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-The Network library provides reliable and unreliable UDP messaging using kNet. A server can be created that listens for incoming connections, and client connections can be made to the server. After connecting, code running on the server can assign the client into a scene to enable scene replication, provided that when connecting, the client specified a blank scene for receiving the updates.
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+The Network subsystem provides reliable and unreliable UDP messaging using kNet. A server can be created that listens for incoming connections, and client connections can be made to the server. After connecting, code running on the server can assign the client into a scene to enable scene replication, provided that when connecting, the client specified a blank scene for receiving the updates.
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%Scene replication is one-directional: the server always has authority and sends scene updates to the client at a fixed update rate, by default 30 FPS. The client responds by sending controls updates (buttons, yaw and pitch + possible extra data) also at a fixed rate.
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%Scene replication is one-directional: the server always has authority and sends scene updates to the client at a fixed update rate, by default 30 FPS. The client responds by sending controls updates (buttons, yaw and pitch + possible extra data) also at a fixed rate.
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@@ -1580,7 +1580,7 @@ The controls update message also includes the client's observer position for int
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\section Network_Messages Raw network messages
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\section Network_Messages Raw network messages
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-All network messages have an integer ID. The first ID you can use for custom messages is 22 (lower ID's are either reserved for kNet's or the %Network library's internal use.) Messages can be sent either unreliably or reliably, in-order or unordered. The data payload is simply raw binary data that can be crafted by using for example VectorBuffer.
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+All network messages have an integer ID. The first ID you can use for custom messages is 22 (lower ID's are either reserved for kNet's or the %Network subsystem's internal use.) Messages can be sent either unreliably or reliably, in-order or unordered. The data payload is simply raw binary data that can be crafted by using for example VectorBuffer.
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To send a message to a Connection, use its \ref Connection::SendMessage "SendMessage()" function. On the server, messages can also be broadcast to all client connections by calling the \ref Network::BroadcastMessage "BroadcastMessage()" function.
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To send a message to a Connection, use its \ref Connection::SendMessage "SendMessage()" function. On the server, messages can also be broadcast to all client connections by calling the \ref Network::BroadcastMessage "BroadcastMessage()" function.
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