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docs: designed: fixed minor mistakes
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docs/DESIGN.md

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@@ -18,9 +18,11 @@ provide a platform to define logic, render graphics, and access
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system resources like audio and input, as well as providing a
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cross-platform abstraction to the developer.
2020

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Brenta-Engine is more positioned towards the "big-engine"
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category. Here is an high level overview of the major classes that are
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used in the engine:
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Brenta-Engine is more positioned towards the "big-engine" category,
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while my other game engine
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[micro-engine.h](https://san7o.github.io/micro-engine.h/) falls on the
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other side. Here is an high level overview of the major classes that
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are used in the engine:
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![high-level-overview](./brenta-picture.png)
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@@ -86,20 +88,20 @@ following:
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- rasterization: this is the most popular technique for real time
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rendering since we have hardware that can do it fast, and it is the
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default technoque in the engine. Its primitive is the triangle,
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which is formed of three vertexed in 3D space. A vertex may also
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default technique in the engine. Its primitive is the triangle,
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which is composed of three vertices in 3D space. A vertex may also
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store a color or a position in a texture (often called `uv`
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coordinates). Given a triangle, after projecting it to the screen,
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the renderer (whether software or hardware accelerated) will iterate
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over discrete pixels inside the triangle and color them based on a
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coloring algorithm or program (fragment shader). This "projection"
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is achieved by multiplying together three matrices: the `model` or
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`world` matrix which translates a vertex to its position in world
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space, the `view` matrix which shift and rotates the world based on
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the camera position (If the camera moves 5 feet to the right, it’s
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mathematically the same as moving the entire world 5 feet to the
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left), and `projection` matrix which applies perspective and
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field-of-view; this ultimately maps the vertices inside a cube
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the renderer (whether software or hardware accelerated) will
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interpolate over discrete pixels inside the triangle and color them
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based on a coloring algorithm or program (fragment shader). This
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"projection" is achieved by multiplying together three matrices: the
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`model` or `world` matrix which translates a vertex to its position
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in world space, the `view` matrix which shift and rotates the world
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based on the camera position (If the camera moves 5 feet to the
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right, it’s mathematically the same as moving the entire world 5
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feet to the left), and `projection` matrix which applies perspective
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and field-of-view; this ultimately maps the vertices inside a cube
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called the Canonical Cube where the GPU can work with.
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- ray tracing: the general idea is to shoot a ray (which is just a
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line) for each pixel (sometimes more than one ray per pixel) which

docs/html/DESIGN.html

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@@ -30,9 +30,11 @@ <h1 id="design">Design</h1>
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provide a platform to define logic, render graphics, and access system
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resources like audio and input, as well as providing a cross-platform
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abstraction to the developer.</p>
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<p>Brenta-Engine is more positioned towards the "big-engine" category.
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Here is an high level overview of the major classes that are used in the
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engine:</p>
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<p>Brenta-Engine is more positioned towards the "big-engine" category,
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while my other game engine <a
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href="https://san7o.github.io/micro-engine.h/">micro-engine.h</a> falls
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on the other side. Here is an high level overview of the major classes
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that are used in the engine:</p>
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<figure>
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<img src="./brenta-picture.png" alt="high-level-overview" />
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<figcaption aria-hidden="true">high-level-overview</figcaption>
@@ -94,13 +96,13 @@ <h2 id="renderer">Renderer</h2>
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<ul>
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<li>rasterization: this is the most popular technique for real time
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rendering since we have hardware that can do it fast, and it is the
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default technoque in the engine. Its primitive is the triangle, which is
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formed of three vertexed in 3D space. A vertex may also store a color or
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a position in a texture (often called <code>uv</code> coordinates).
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default technique in the engine. Its primitive is the triangle, which is
100+
composed of three vertices in 3D space. A vertex may also store a color
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or a position in a texture (often called <code>uv</code> coordinates).
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Given a triangle, after projecting it to the screen, the renderer
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(whether software or hardware accelerated) will iterate over discrete
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pixels inside the triangle and color them based on a coloring algorithm
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or program (fragment shader). This "projection" is achieved by
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(whether software or hardware accelerated) will interpolate over
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discrete pixels inside the triangle and color them based on a coloring
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algorithm or program (fragment shader). This "projection" is achieved by
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multiplying together three matrices: the <code>model</code> or
105107
<code>world</code> matrix which translates a vertex to its position in
106108
world space, the <code>view</code> matrix which shift and rotates the

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