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doc: small review and cleanup of the readme file

skypjack há 3 semanas atrás
pai
commit
27da93a4fa
2 ficheiros alterados com 25 adições e 13 exclusões
  1. 25 12
      README.md
  2. 0 1
      TODO

+ 25 - 12
README.md

@@ -9,8 +9,9 @@
 [![Gitter chat](https://badges.gitter.im/skypjack/entt.png)](https://gitter.im/skypjack/entt)
 [![Gitter chat](https://badges.gitter.im/skypjack/entt.png)](https://gitter.im/skypjack/entt)
 [![Discord channel](https://img.shields.io/discord/707607951396962417?logo=discord)](https://discord.gg/5BjPWBd)
 [![Discord channel](https://img.shields.io/discord/707607951396962417?logo=discord)](https://discord.gg/5BjPWBd)
 
 
+> [!CAUTION]
 > `EnTT` has been a dream so far, we haven't found a single bug to date and it's
 > `EnTT` has been a dream so far, we haven't found a single bug to date and it's
-> super easy to work with
+> super easy to work with.
 >
 >
 > -- Every EnTT User Ever
 > -- Every EnTT User Ever
 
 
@@ -44,6 +45,14 @@ Many thanks to [these people](https://skypjack.github.io/sponsorship/) and
 [![mojang](https://user-images.githubusercontent.com/1812216/106253145-67ca1980-6217-11eb-9c0b-d93561b37098.png)](https://mojang.com)
 [![mojang](https://user-images.githubusercontent.com/1812216/106253145-67ca1980-6217-11eb-9c0b-d93561b37098.png)](https://mojang.com)
 [![imgly](https://user-images.githubusercontent.com/1812216/106253726-271ed000-6218-11eb-98e0-c9c681925770.png)](https://img.ly/)
 [![imgly](https://user-images.githubusercontent.com/1812216/106253726-271ed000-6218-11eb-98e0-c9c681925770.png)](https://img.ly/)
 
 
+---
+
+> [!WARNING]
+> We **apologize** to our kind users for not posting updates every three days saying
+> that we are **faster** than three days ago and **better** than everyone else,
+> but consider it done. In the meantime, enjoy a library that **just works**
+> without having to constantly remind ourselves.
+
 # Table of Contents
 # Table of Contents
 
 
 * [Introduction](#introduction)
 * [Introduction](#introduction)
@@ -76,33 +85,31 @@ This project started off as a pure entity-component system. Over time the
 codebase has grown as more and more classes and functionalities were added.<br/>
 codebase has grown as more and more classes and functionalities were added.<br/>
 Here is a brief, yet incomplete list of what it offers today:
 Here is a brief, yet incomplete list of what it offers today:
 
 
+* Support for user implementations of the **Standard Template Library**.
 * Built-in **RTTI system** mostly similar to the standard one.
 * Built-in **RTTI system** mostly similar to the standard one.
-* A `constexpr` utility for human-readable **resource names**.
-* Minimal **configuration system** built using the monostate pattern.
 * Incredibly fast **entity-component system** with its own _pay for what you
 * Incredibly fast **entity-component system** with its own _pay for what you
   use_ policy, unconstrained component types with optional pointer stability and
   use_ policy, unconstrained component types with optional pointer stability and
   hooks for storage customization.
   hooks for storage customization.
-* Views and groups to iterate entities and components and allow different access
-  patterns, from **perfect SoA** to fully random.
-* A lot of **facilities** built on top of the entity-component system to help
-  the users and avoid reinventing the wheel.
 * General purpose **execution graph builder** for optimal scheduling.
 * General purpose **execution graph builder** for optimal scheduling.
-* The smallest and most basic implementation of a **service locator** ever seen.
 * A built-in, non-intrusive and macro-free runtime **reflection system**.
 * A built-in, non-intrusive and macro-free runtime **reflection system**.
 * **Static polymorphism** made simple and within everyone's reach.
 * **Static polymorphism** made simple and within everyone's reach.
 * A few homemade containers, like a sparse set based **hash map**.
 * A few homemade containers, like a sparse set based **hash map**.
-* A **cooperative scheduler** for processes of any type.
 * All that is needed for **resource management** (cache, loaders, handles).
 * All that is needed for **resource management** (cache, loaders, handles).
 * Delegates, **signal handlers** and a tiny event dispatcher.
 * Delegates, **signal handlers** and a tiny event dispatcher.
-* A general purpose **event emitter** as a CRTP idiom based class template.
 * And **much more**! Check out the
 * And **much more**! Check out the
   [**wiki**](https://github.com/skypjack/entt/wiki).
   [**wiki**](https://github.com/skypjack/entt/wiki).
 
 
-Consider this list 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.<br/>
+This list as well as the project are a work in progress. The whole API is fully
+documented 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
 Please, do note that all tools are also DLL-friendly now and run smoothly across
 boundaries.
 boundaries.
 
 
+> [!NOTE]
+> A **lot** of stuff was invented here, but we remain humble and let people copy
+> it without giving us credit.<br/>
+> The _good_ and the **bad** of open source, but bragging is for others. Feel
+> free to get **inspired**.
+
 One thing known to most is that `EnTT` is also 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 
 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 
 that the library has been sufficiently tested on every platform that can come to 
@@ -171,6 +178,12 @@ Nowadays, `EnTT` is finally what I was looking for: still faster than its
 _competitors_, lower memory usage in the average case, a really good API and an
 _competitors_, lower memory usage in the average case, a really good API and an
 amazing set of features. And even more, of course.
 amazing set of features. And even more, of course.
 
 
+> [!Note]
+> If the `EnTT` API looks familiar, it's probably because it's been **copied** a
+> lot elsewhere (often without much ado).<br/>
+> Credit where credit is due though, the initial design was heavily inspired by
+> `EntityX`, another popular C++ library.
+
 ## Benchmark
 ## Benchmark
 
 
 For what it's worth, you'll **never** see me trying to make other projects look
 For what it's worth, you'll **never** see me trying to make other projects look

+ 0 - 1
TODO

@@ -25,4 +25,3 @@ TODO:
 * storage: shrink_to_fit does not work with reentrant destructor?
 * storage: shrink_to_fit does not work with reentrant destructor?
 * finish the imgui viewer/editor!
 * finish the imgui viewer/editor!
 * entity io
 * entity io
-* add a note about custom stl to the reamde file