1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-02-20 20:09:41 +00:00

readme update

This commit is contained in:
Nicolay Korslund 2010-06-25 16:00:07 +02:00
parent 19649bfeaa
commit eed875ae04

View file

@ -34,7 +34,7 @@ implementation of your choice (or of your making.)
The Sound module, for example, currently has backends for OpenAL
(output only), FFmpeg (input only) and for Audiere. Hopefully we'll
add IrrKlang, FMod, DirectSound, Miles and more in the future It can
add IrrKlang, FMod, DirectSound, Miles and more in the future. It can
combine libraries to get more complete functionality (like using
OpenAL for output and FFmpeg to decode sound files), and it's also
easy to write your own backend if you're using a different (or
@ -74,22 +74,23 @@ you in many ways:
user interface is often simpler than the exteral library one.
- If you want to quickly connect different libraries together, it
really helps if they have speak a common language. The Mangle
interfaces are exactly that. Need to load Audiere sounds from a
weird archive format only implemented for PhysFS, all channeled
through the OGRE resource system? No problem!
really helps if they speak a common language. The Mangle interfaces
are exactly that - a common language between libraries. Do you need
Audiere to load sounds from a weird archive format only implemented
for PhysFS, all channeled through the OGRE resource system? No
problem!
- If you are creating a library that depends on a specific feature
(such as sound), but you don't want to lock your users into any
specific sound library. Mangle works as an abstraction that lets
your users select their own implementation.
- If you want to support multiple backends, or make it possible to
easily switch backends later. You can select backends at compile
time or even at runtime. For example you might want to switch to to
a commercial sound library at a later stage in development, or you
may want to use a different input library on console platforms than
on PC.
- If you want to support multiple backends for your game/app, or want
to make it possible to easily switch backends later. You can select
backends at compile time or even at runtime. For example you might
want to switch to to a commercial sound library at a later stage in
development, or you may want to use a different input library on
console platforms than on PC.
The Mangle implementations are extremely light-weight - often just one
or two cpp/h pairs per module. You can plug them directly into your
@ -105,15 +106,15 @@ Past and future
---------------
Mangle started out as (and still is) a spin-off from OpenMW, another
project I am personally working on ( http://openmw.sourceforge.net ).
OpenMW is an attempt to recreate the engine behind the commercial game
project I am personally working on ( http://openmw.com/ ). OpenMW is
an attempt to recreate the engine behind the commercial game
Morrowind, using only open source software.
The projects are still tightly interlinked, and they will continue to
be until OpenMW is finished. Most near-future work on Mangle will be
focused chiefly on OpenMW at the moment. However I will gladly
implement external contributions and suggestions that are not
OpenMW-related.
focused chiefly on OpenMW at the moment. However I will gladly include
external contributions and suggestions that are not OpenMW-related if
someone sends them to me.
Conclusion