From afe3e1f83fe68b35d57efe23322f896aae6aa2ae Mon Sep 17 00:00:00 2001 From: Louis Pilfold Date: Tue, 3 Nov 2020 10:31:53 +0000 Subject: [PATCH] Re-introduce "getting started" section (#205) * Re-introduce "getting started" section This section details how to use the project as a newcomer. The previous guide location made it hard to find. * Feedback Co-authored-by: XAMPPRocky <4464295+XAMPPRocky@users.noreply.github.com> Co-authored-by: XAMPPRocky <4464295+XAMPPRocky@users.noreply.github.com> --- README.md | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 72bd26a9df..56ed07a400 100644 --- a/README.md +++ b/README.md @@ -39,6 +39,13 @@ pub fn main_fs(input: Input, mut output: Output) { See [source](examples/shaders/sky-shader/src/lib.rs) for full details. +## Getting started + +Check out [The `rust-gpu` Dev Guide][gpu-guide] for information on how to get started with using it in your projects. + +[gpu-guide]: https://embarkstudios.github.io/rust-gpu/book/ + + ## Background Historically in games GPU programming has been done through writing either HLSL, or to a lesser extent GLSL. These are simple programming languages that have evolved along with rendering APIs over the years. However, as game engines have evolved, these languages have failed to provide mechanisms for dealing with large codebases, and have generally stayed behind the curve compared to other programming languages. @@ -96,9 +103,7 @@ There are a few different components to this repo: We welcome community contributions to this project. -If you would like to get started, be sure to checkout the [`rust-gpu` dev guide][gpu-guide] and our [Contributor Guide](CONTRIBUTING.md) for more information on how to get started. - -[gpu-guide]: https://embarkstudios.github.io/rust-gpu/book/ +Please read our [Contributor Guide](CONTRIBUTING.md) for more information on how to get started. ## License