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doc: minor changes
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skypjack committed Jan 29, 2022
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4 changes: 2 additions & 2 deletions CONTRIBUTING.md
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# Contributing

First of all, thank you very much for taking the time to contribute to the
`EnTT` framework.<br/>
`EnTT` library.<br/>
How to do it mostly depends on the type of contribution:

* If you have a question, **please** ensure there isn't already an answer for
Expand All @@ -28,7 +28,7 @@ How to do it mostly depends on the type of contribution:
* If you found a bug and you wrote a patch to fix it, open a new
[pull request](https://github.com/skypjack/entt/pulls) with your code.
**Please**, add some tests to avoid regressions in future if possible, it
would be really appreciated. Note that the `EnTT` framework has a
would be really appreciated. Note that the `EnTT` library has a
[coverage at 100%](https://coveralls.io/github/skypjack/entt?branch=master)
(at least it was at 100% at the time I wrote this file) and this is the reason
for which you can be confident with using it in a production environment.
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14 changes: 5 additions & 9 deletions README.md
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Expand Up @@ -94,16 +94,12 @@ Here is a brief, yet incomplete list of what it offers today:
* And **much more**! Check out the
[**wiki**](https://github.com/skypjack/entt/wiki).

**Breaking news**:

* The ECS allows attaching multiple components of the same type to an entity.
* All tools work perfectly across boundaries (DLL-friendly)!!
:slightly_smiling_face:

Consider these lists a work in progress as well as the project. The whole API is
fully documented in-code for those who are brave enough to read it.
fully documented in-code for those who are brave enough to read it.<br/>
Please, do note that all tools are also DLL-friendly now and run smoothly across
boundaries.

It is also known that `EnTT` is used in **Minecraft**.<br/>
One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
Given that the game is available literally everywhere, I can confidently say
that the library has been sufficiently tested on every platform that can come to
mind.
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## Motivation

I started developing `EnTT` for the _wrong_ reason: my goal was to design an
entity-component system to beat another well known open source solution both in
entity-component system to beat another well known open source library both in
terms of performance and possibly memory usage.<br/>
In the end, I did it, but it wasn't very satisfying. Actually it wasn't
satisfying at all. The fastest and nothing more, fairly little indeed. When I
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