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[github] updated the readme with a documentation section which mentions the existing wiki pages and adds a new tutorial subsection, which points to Game.cpp
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readme.md

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@@ -79,23 +79,26 @@ Upon launching the engine, you'll be greeted with a selection of default worlds
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- Entity-component, event systems and most things you'll expect to find in a modern engine.
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- Wide file format support: 10+ for fonts, 20+ for audio, 30+ for images, and 40+ for models.
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# Wiki
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# Documentation
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The [wiki](https://github.com/PanosK92/SpartanEngine/wiki/Wiki) can answer most of your questions, here are some of it's contents:
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- [Compiling](https://github.com/PanosK92/SpartanEngine/wiki/Compiling)
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- [Contributing](https://github.com/PanosK92/SpartanEngine/blob/master/contributing.md)
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- [Perks of a contributor](https://github.com/PanosK92/SpartanEngine/wiki/Perks-of-a-contributor)
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# Interesting facts
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#### Tutorials
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- This engine started as a way to learn and enrich my portfolio while I was a university student, circa 2014, represeting over a decade of non-stop development.
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- It's one of the most rewarding projects in terms of the perks you receive should you become a contributor, more [here](https://github.com/PanosK92/SpartanEngine/wiki/Perks-of-a-contributor).
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While the engine is designed primarily for experienced game developers to experiment, there are resources available for those who prefer a more guided approach.
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# Use cases
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To get started, take a look at [game.cpp](https://github.com/PanosK92/SpartanEngine/blob/master/runtime/Game/Game.cpp). This file contains all the logic for loading and setting up the default worlds within the engine, and it's a great place to understand the core structure of the engine.
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Are you utilizing any components from the Spartan Engine, or has it inspired aspects of your work? If yes, then reach out to me, I'd love to showcase your project.
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# Interesting facts and use cases
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- Godot uses Spartan's TAA, see [here](https://github.com/godotengine/godot/blob/37d51d2cb7f6e47bef8329887e9e1740a914dc4e/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl#L2)
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- Stalker Anomaly has an addon which enchances rendering based on Spartan's source [here](https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders)
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- This engine started as a way to learn and enrich my portfolio while I was a university student, circa 2014, represeting over a decade of non-stop development.
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- It's one of the most rewarding projects in terms of the perks you receive should you become a contributor, more [here](https://github.com/PanosK92/SpartanEngine/wiki/Perks-of-a-contributor).
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- **Godot** uses Spartan's TAA, see [here](https://github.com/godotengine/godot/blob/37d51d2cb7f6e47bef8329887e9e1740a914dc4e/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl#L2)
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- **Stalker Anomaly** has an addon which enchances rendering based on Spartan's source [here](https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders)
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- Jesse Guerrero, a contributor, wrote a [book](https://www.amazon.com/dp/B0CXG1CMNK?ref_=cm_sw_r_cp_ud_dp_A14WVAH86VH407JE95MG_1) on beginning programming, showcasing Spartan's code, Discord community and the leadership within it.
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Are you utilizing any components from the Spartan Engine, or has it inspired aspects of your work? If yes, reach out to me, I'd love to showcase your project.

runtime/Core/GeometryProcessing.h

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size_t index_count = indices.size();
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size_t current_triangle_count = indices.size() / 3;
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if (current_triangle_count >= triangle_target)
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if (triangle_target >= current_triangle_count)
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return;
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// loop until the current triangle count is less than or equal to the target triangle count
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{
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std::tuple<float, size_t> agressivness_table[] =
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{
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{ 0.3f, 10000 }, // ultra aggressive
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{ 0.5f, 7000 }, // aggressive
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{ 0.7f, 5000 }, // balanced
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{ 0.9f, 2000 } // gentle
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{ 0.2f, 20000 }, // ultra aggressive
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{ 0.4f, 10000 }, // aggressive
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{ 0.6f, 5000 }, // balanced
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{ 0.8f, 2500 } // gentle
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};
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for (const auto& [reduction_percentage, triangle_threshold] : agressivness_table)
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}
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return triangle_count; // native
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};
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simplify(indices, vertices, get_triangle_target(indices.size() / 3));
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}
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}

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