diff --git a/README.md b/README.md index fa02c62..8f38963 100644 --- a/README.md +++ b/README.md @@ -8,12 +8,12 @@ Welcome to the Infraworld source code! ![](icon.png) -Infraworld is a solution that enables [Unreal Engine 4](https://www.unrealengine.com/en-US) to work with [Google gRPC](https://gRPC.io) services from either C++ or Blueprints. +Infraworld is a solution that enables [Unreal Engine 4](https://www.unrealengine.com/en-US) to work with [Google gRPC](https://gRPC.io) services using either **C++** or **Blueprints**. Infraworld is a fast, robust and cross platform. It fits any stage of development: either prototyping or production. Saving a tons of your team's time, you need to write your gRPC wrappers by hand no more. [A special converter utility](https://github.com/vizor-games/infraworld-cornerstone) will do it for you, producing high quality, debuggable and multi-threaded code, gaining lowest possible overhead to your game logic thread. -You may also work with either generated or shipped with gRPC C functions and C++ classes in your own way, since the Infraworld Runtime adds all required headers and wires all required libraries. +You may also work with either generated or shipped with gRPC C functions and C++ classes in your own way, even completely ignoring runtime classes, since the InfraworldRuntime adds all required headers and wires all required libraries. Also, you may want to use a [protobuild](https://github.com/vizor-games/infraworld-protobuild) utility to automate cross-language gRPC wrapper generation. @@ -24,7 +24,7 @@ Getting started ##### Building gRPC support At the first step, you need to build gRPC runtime libraries. -Just run `Setup.sh` for Linux, `Setup.bat` for Windows or `Setup.command` for macOS (please don't use `Setup.sh` on macOS, because these build pipelines are completely different!). OR you may want to use our sweet [pre-compiled binaries](../../releases) to avoid manual building and save our planet from carbon emission disaster! The runtime uses gRPC branch `v1.15.x`. +Just run `Setup.sh` for Linux, `Setup.bat` for Windows or `Setup.command` for macOS (please don't use `Setup.sh` on macOS, because Linux and macOS build pipelines are completely different!). OR you may want to use our sweet [pre-compiled binaries](../../releases) to avoid manual building and save our planet from carbon emission disaster! The runtime uses gRPC branch `v1.15.x`. * For Windows, we recommend you to use [chocolatey](https://chocolatey.org) to install packages into your system. **Note** that you do need all these programs in your system's `PATH` ([See how to edit PATH on Windows](https://www.computerhope.com/issues/ch000549.htm)): @@ -56,7 +56,7 @@ Just copy the resulting folder into the your project’s Plugins folder (create Then, after that project is being opened, a dialog box, telling that the plugin is need to be compiled should appear. Then confirm the dialog by clicking `Yes`. ##### Building and the converter -Please take a look at the [Connerstone documentation](https://github.com/vizor-games/infraworld-cornerstone) for details. +Please take a look at the [infraworld-cornerstone documentation](https://github.com/vizor-games/infraworld-cornerstone) for details. ##### Using generated code. Please take a look at the [example project](https://drive.google.com/open?id=13EZzP_9033vBC7VzJf9LFrygg42LHaOW) for tutorial. @@ -73,7 +73,7 @@ Debugging Since the plugin itself is an open source software, you may want to debug it or add some extra functionality. Since it is distributed as an Unreal Engine plugin, you can add it into your own game -and then generate either Visual Studio, or XCode or CMake solution. +and then generate **Visual Studio solution**, **XCode project** or **CMakeLists**. Use `Development` or `DebugGame` run configuration! Contribution ============