@@ -97,13 +97,13 @@ of 0.7, and what we wanted to achieve:
9797> As a player, I want to get quests from NPCs in settlements. I want to be sent
9898> to kill enemies, collect objects, or complete dungeons. I want to be sent from
9999> village to village and become familiar with the region.
100-
100+ >
101101> I want to be able to open the map and get information where I need to go for a
102102> quest. I want to be able to easily find where dungeons, villages, and other
103103> points of interest are. I want to be able to open a trade window with NPCs in
104104> villages, and buy and sell items. I want to be able to craft items with
105105> ingredients that I have.
106-
106+ >
107107> I want to be able to see and hear more while in combat. I want to feel good
108108> while doing combat. I want to see particle effects from magic, and hear swords
109109> clashing together. I want to be able to add people to my combat party and
@@ -222,7 +222,7 @@ You can follow along for updates and release progress [here][updates].
222222
223223- Volumetric lights - lights now have configurable amount of light scattering
224224 in volume which significantly improves light quality.
225- - Multi-camera rendering - can be used to make split-screen games, add
225+ - Multi-camera rendering - can be used to make split-screen games, add
226226 picture-in-picture features and so on.
227227- Asynchronous resource loading
228228- [ Four new examples] ( https://github.com/mrDIMAS/rg3d/tree/master/examples )
@@ -262,18 +262,18 @@ features:
262262Asset management library that aims to be easy to use, flexible, extensible
263263and support virtually any use-case:
264264
265- * Need to load compund asset that pulls subassets without boilerplate on
265+ - Need to load compund asset that pulls subassets without boilerplate on
266266 call-site? All heavy-lifting for loading subassets can be done in ` Format `
267267 implementation for the asset type.
268- * Asset is made of GPU resources and access to graphics device is required to
268+ - Asset is made of GPU resources and access to graphics device is required to
269269 create asset instance? ` Asset::build ` receives reference to ` Asset::Context ` .
270- * Targeting browser? ` goods ` support building for wasm
270+ - Targeting browser? ` goods ` support building for wasm
271271 and even bundle Fetch API based asset data source.
272- * Target doesn't have ` std ` ? Core types and traits are ` no_std ` compatible.
272+ - Target doesn't have ` std ` ? Core types and traits are ` no_std ` compatible.
273273 But ` alloc ` is required.
274- * Looking to keep things tidy and fast to build? Clean build of the crate
274+ - Looking to keep things tidy and fast to build? Clean build of the crate
275275 with no features takes about ~ 3s on modern CPU.
276- * Integration with ` serde ` ecosystem? Special ` Format ` implementations can load
276+ - Integration with ` serde ` ecosystem? Special ` Format ` implementations can load
277277 assets whose representation implement ` serde::de::DeserializeOwned ` .
278278 Crate includes ` Format ` s for loading assets from JSON, YAML and RON docuemts.
279279
@@ -310,8 +310,10 @@ Their additional [May updates][mun-may] include:
310310[ Tetra] is a simple 2D game framework, inspired by XNA and Raylib. This month,
311311[ version 0.3.6 was released] [ tetra-036 ] , featuring:
312312
313- - A new suite of functions for querying information about the player's connected monitors
314- - Tweaks to the startup code, to ensure slow asset loading doesn't cause the window to hang
313+ - A new suite of functions for querying information
314+ about the player's connected monitors
315+ - Tweaks to the startup code, to ensure slow asset loading
316+ doesn't cause the window to hang
315317- Several under the hood bug fixes
316318
317319Additionally, planning for 0.4 has begun, which will
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