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Added more detailed informations to Readme.md file.
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erayzesen committed Jan 5, 2025
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Expand Up @@ -9,14 +9,24 @@ QuarkPhysics is a physics engine for 2D games, capable of simulating Rigid Body,

* Covers the entire API of the physics engine and can be easily used with the engine's up-to-date [documentation](https://erayzesen.github.io/QuarkPhysics/documentation/).
* Can render QMeshNode objects with various advanced settings.
* Includes `QMeshEditor` plugin for editing QMeshAdvancedNode objects.
* Includes `QMeshEditor` plugin for editing `QMeshAdvancedNode` objects.
* Supports all platforms provided by Godot's GDExtension.
* Includes example projects created with QuarkPhysics.

## How to Use?
You can use it like other Godot 4 native extension and plugins. Simply download the latest version from the Releases section and add the `addons` folder to your project as is. If you want to use the `QMeshEditor` plugin, make sure it is activated in Godot's project settings.
- If you'd like to take a quick look at the project, download the latest version's zip file from the Releases section. Open the project inside the zip with Godot 4.3 or a later version and explore the examples.

Additionally, you can check out the example scenes and applications in the `examples` folder. If you don't need them, there's no need to add anything other than the `addons` folder to your project.
- If you decide to use the plugin, simply add the `addons` folder from the zip file to your project. The addons folder contains two essential components:

* A GDExtension application located under the `addons/bin` folder, which connects the physics engine and API with Godot and includes precompiled binaries for all platforms (this is the most crucial part).
* An EditorPlugin written in GDScript that allows you to edit QMeshAdvancedNode objects. You can activate or deactivate this plugin from the Godot settings. We recommend activating it via the `Project Settings > Plugins` settings for optimal use. However, even if the plugin is deactivated, your project will still work—it’s just an optional editor plugin.

- If you prefer using Godot's Asset Library, search for QuarkPhysics in the Asset Library and add it to your project. Although updates might experience a slight delay due to the approval process, the release on the Asset Library will be identical to the one available in the GitHub Releases section.

## Any Documentation?
Since the entire API of QuarkPhysics has been implemented in this plugin, the QuarkPhysics API documentation will be your best resource for now. Additionally, you can ask questions in the Issues section if you encounter any difficulties.

To be honest, as I dedicate all the resources I can spare outside of my job to the technical development and maintenance of this project, I will have to rely on contributions from the community for further advancements in the future. This space could include links to tutorials, guides, or articles created by you.


## How to Contribute?
Expand All @@ -28,3 +38,5 @@ If you use QuarkPhysics in one of your game projects, please don’t forget to l





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