update readme (again)

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Matthew 2025-05-19 20:20:16 +10:00
parent 6b979d4f4a
commit 7287ea0447

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@ -28,7 +28,7 @@ On Linux it can be built using the below command, it requires GCC > 15.0 or a re
./build.sh
```
On Windows you can build it with the Powershell script, it will require that you enable the script to be run (build.bat will be fixed eventually to work around this). It requires the Vulkan SDK to be installed and currently needs to have the directory to the SDK includes folder in the build.ps1 script.
On Windows you can build it with the Powershell script, it will require that you enable the script to be run (build.bat will be fixed eventually to work around this, was having some issues around it and didn't have the time for figuring it out or dealing with Microsoft documentation). It requires the Vulkan SDK to be installed and currently needs to have the directory to the SDK includes folder in the build.ps1 script.
```
// Release build
@ -40,7 +40,11 @@ On Windows you can build it with the Powershell script, it will require that you
## Inspiration/Resources
I learned this style of programming primarily through Casey Muratori's series [Handmade Hero](https://guide.handmadehero.org/), I mostly picked up on the style from the earlier episodes and watched a couple of others at different points in the series as a way to learn about certain things or get ideas, though I think I have strayed somewhat from his style though the heart of it is inspired by the same core ideas.
I learned this style of programming primarily through Casey Muratori's series [Handmade Hero](https://guide.handmadehero.org/), I mostly picked up on the style from the earlier episodes and watched a couple of others at different points in the series as a way to learn about certain things or get ideas, though I think I have strayed somewhat from his style though the heart of it is inspired by the same core ideas.
I also got some inspiration from Travis Vroman's series on his [Kohi Game Engine](https://www.youtube.com/travisvroman), while I didn't really follow his ideas exactly he helped me understand how to architect a game engine in a more modular way so you're able to support multiple platforms and renderer backends.
Very appreciative of the educational material both these people have put out, many others have had an influence too such as Jonathan Blow and Ryan J Fleury.
## Current technical features