diff options
author | sanine <sanine.not@pm.me> | 2022-05-25 17:30:32 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-05-25 17:30:32 -0500 |
commit | c77ec9bc9c7eded445171b915ab59e591dbe9e3a (patch) | |
tree | c494e9eabb15439142413d7c225637e15a8052e2 | |
parent | d012762e2411daebf8f600f8a7dc6f12d55f36f0 (diff) |
add 'organization' section to README.md
-rw-r--r-- | README.md | 11 |
1 files changed, 10 insertions, 1 deletions
@@ -12,6 +12,15 @@ bluerose is written in vanilla js and doesn't require any building. Simply spin To run the tests, just do `node test.js`. +organization +------------ + +`index.html` and `main.js` are in the top-level directory, and are the main entry points for the app -- `index.html` loads and runs `main.js`. Everything else lives in `modules/`. + +* `modules/3rdparty/` contains stuff that was not written by yours truly. +* `modules/Geometry.js` contains (as you might suppose) geometric primitives, including AABBs and a QuadTree implementation. + + credits ------- @@ -22,5 +31,5 @@ I've used [rhill's Javascript-Voronoi] algorithm in performing terrain generatio The terrain and mapping algorithms were very heavily inspired by mewo2's Uncharted Atlas, which has an [excellent explanatory page]. -[gorhill's Javascript-Voronoi`]: https://github.com/gorhill/Javascript-Voronoi/ +[rhill's Javascript-Voronoi`]: https://github.com/gorhill/Javascript-Voronoi/ [excellent explanatory page]: https://mewo2.com/notes/terrain/ |