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<p><b>Managed state.</b> Designed around this we can provide hot reloading at any point,
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serialization for save files and debug dumps, as well as synchronization over network, without any user code.
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Every frame apparent engine state is cleared, which removes another variable for you to handle, - when to initialize.
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There's no need for you to call `LoadImage()` of sorts before using it in render, you just pass filepaths around.
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Input is initialized anew each frame, making rebinds trivial.
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<p><b>Care for old devices.</b> It's to both to provide it for more people, who otherwise might not be able to make games they want,
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as well as to have restrictions that constitute in desired aesthetic. Graphics capabilities are limited, but
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what is present, - is heavily optimized. It is rather different from performance-driven approach that tries to take
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<blockquote>
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<p>Purpose of this wiki is to collect information on various usages of {twn} across the genres, FAQ style.
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You're welcomed to contribute to it. It's written in HTML so basic you can edit it by hand.
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Look for `index.html` and `template.html` files for more.
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Just check <a href="template.html">template.html</a>.
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</blockquote>
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</body>
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</html>
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