update documentation to have a posix/windows focus. I am big dumb, consoles do not have dlls...
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`stk` is a lightweight, modular toolkit for building games and game engines. It provides a **portable foundation** for dynamically loading modules, native or WASM, without enforcing any architecture or design choices.
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`stk` is a lightweight, modular toolkit for building games and game engines. It provides a **portable foundation** for dynamically loading modules, native or WASM, without enforcing any architecture or design choices.
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It is designed to run on a wide range of systems, from retro consoles and embedded devices to modern PCs.
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It is designed to run on modern systems running POSIX and Windows.
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## Vision
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## Vision
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`stk` is a lightweight, unopinionated toolkit for building games and engines. It provides a **portable, flexible, and modular foundation** for dynamically loading modules, native or WASM, without imposing design choices.
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`stk` is a lightweight, unopinionated toolkit for building games and engines. It provides a **portable, flexible, and modular foundation** for dynamically loading modules, native or WASM, without imposing design choices.
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`stk` is designed to run **anywhere a C89 compiler exists**. From retro consoles and embedded systems to modern PCs running POSIX or Windows.
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`stk` is designed to run on POSIX/Windows using C89.
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## Key Principles
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## Key Principles
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1. **Portability:** Runs on hardware from retro consoles to modern PCs.
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1. **Portability:** Runs on systems that have dynamically linked libraries.
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2. **Simplicity:** Minimal API, easy to integrate into any engine or game.
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2. **Simplicity:** Minimal API, easy to integrate into any engine or game.
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3. **Flexibility:** Supports multiple languages via optional WASM modules.
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3. **Flexibility:** Supports multiple languages via optional WASM modules.
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4. **Performance:** Lean, predictable, small binaries; no unnecessary runtime.
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4. **Performance:** Lean, predictable, small binaries; no unnecessary runtime.
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- Resolve symbols dynamically.
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- Resolve symbols dynamically.
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- Hot-swappable at runtime.
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- Hot-swappable at runtime.
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- **Developer tools included:** metadata, logging/tracing, and dependency management.
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- **Developer tools included:** metadata, logging/tracing, and dependency management.
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- Platform-agnostic (POSIX, Windows, retro/embedded targets with C89).
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- Platform-agnostic (POSIX, Windows).
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### Phase 2: Optional WASM Support
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### Phase 2: Optional WASM Support
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- WASM modules as an alternative backend.
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- WASM modules as an alternative backend.
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## High-Level Roadmap Summary
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## High-Level Roadmap Summary
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| Phase | Focus | Core vs Optional | Target Hardware |
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| Phase | Focus | Core vs Optional |
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|-------|-------|----------------|----------------|
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| 1 | Native modules + developer tools (metadata, logging, dependencies) | Core | Retro, embedded, POSIX, Windows |
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| 1 | Native modules + developer tools (metadata, logging, dependencies) | Core |
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| 2 | WASM modules | Optional | Modern systems only |
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| 2 | WASM modules | Optional |
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## Strategic Benefits
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## Strategic Benefits
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- **Retro-ready:** Works on old consoles or embedded systems with minimal footprint.
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- **Modern-friendly:** Developers can use modern languages without bloating the core.
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- **Modern-friendly:** Developers can use modern languages without bloating the core.
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- **Modular foundation:** Build engines, games, or experimental projects on top.
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- **Modular foundation:** Build engines, games, or theoretically any type of project on top.
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- **Scalable:** Hot-swappable modules, metadata, logging, and dependency tracking allow rapid iteration and predictable behavior.
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- **Scalable:** Hot-swappable modules, metadata, logging, and dependency tracking allow rapid iteration and predictable behavior.
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