From b1eaa65e8dd08dc9e6caa85bf297eb6204d39084 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Sat, 11 Apr 2020 16:47:29 +0000 Subject: [PATCH] Update README.md --- README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/README.md b/README.md index 711ee7c..f4de4c7 100644 --- a/README.md +++ b/README.md @@ -110,6 +110,8 @@ portability, only backend, avoiding dependencies how to port to new platform, frontend, configs in files +All global identifiers of the game code start with the prefix `SFG_` (meaning *suckless FPS game*). + The **engine** -- raycastlib -- works on the principle of **raycasting** on a square grid and handles the rendering of the 3D environment (minus sprites). There is a copy of raycastlib in this repository but I maintain raycastlib as a separate project in a different repository, which you can see for more details about it. For us, the important functions interfacing with the engine are e.g. `SFG_floorHeightAt`, `SFG_ceilingHeightAt` (functions the engine uses to retirieve floor and ceiling height) and `SFG_pixelFunc` (function the engine uses to write pixels to the screen during rendering, which in turn uses each platform's specific `SFG_setPixel`). integer math