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authorsanine <sanine.not@pm.me>2022-05-25 17:30:32 -0500
committersanine <sanine.not@pm.me>2022-05-25 17:30:32 -0500
commitc77ec9bc9c7eded445171b915ab59e591dbe9e3a (patch)
treec494e9eabb15439142413d7c225637e15a8052e2
parentd012762e2411daebf8f600f8a7dc6f12d55f36f0 (diff)
add 'organization' section to README.md
-rw-r--r--README.md11
1 files changed, 10 insertions, 1 deletions
diff --git a/README.md b/README.md
index 808183f..72d09e1 100644
--- a/README.md
+++ b/README.md
@@ -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/