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1 change: 1 addition & 0 deletions .gitignore
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Expand Up @@ -32,3 +32,4 @@ iolite_plugins/windows/*.ilk

hohenzollern_castle_and_kingdom.vox
.DS_Store
.vscode
10 changes: 5 additions & 5 deletions iolite_docs/engine/components.rst
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Expand Up @@ -40,7 +40,7 @@ Importing a flipbook animation from MagicaVoxel

In this short tutorial, we will load a flipbook animation authored in MagicaVoxel.

1. Create a flipbook animation in MagicaVoxel and add the VOX file to a data source, like, e.g., ``default/media/voxels``. For testing purposes, you can also use one of the animated voxel assets that are shipped with MagicaVoxel, like the dinosaur or the deer
1. Create a flipbook animation in MagicaVoxel and add the VOX file to a data source (e.g., ``default/media/voxels``). For testing purposes, you can also use one of the animated voxel assets that are shipped with MagicaVoxel, like the dinosaur or the deer
2. Create a voxel shape for your asset by dragging it from the *Prefab Browser* to the viewport
3. Attach a *Flipbook Animation* component to the entity you just created
4. Head to the entity inspector and set the ``First Frame`` and ``Last Frame`` properties to values matching your animation
Expand Down Expand Up @@ -82,7 +82,7 @@ Additional meshes can be provided by adding OBJ files to the ``media/meshes`` di
Node
----

Node components are attached to every entity by default and provide a 3D-transformation, e.g., a position, orientation, and size. They also make it possible to create hierarchies of entities.
Node components are attached to every entity by default and provide a 3D-transformation (i.e., a position, orientation, and size). They also make it possible to create hierarchies of entities.

Post Effect Volume
------------------
Expand Down Expand Up @@ -116,16 +116,16 @@ Use this component to render text at different positions in the world. It's also
Vehicle
-------

Vehicle components are used in the context of the :ref:`vehcile_physics` and form the base part of a vehicle.
Vehicle components are used in the context of the :ref:`vehicle_physics` and form the base part of a vehicle.

Vehicle Wheel
-------------

Vehicle wheel components are used in the context of the :ref:`vehcile_physics` and define the wheel of a vehcile.
Vehicle wheel components are used in the context of the :ref:`vehicle_physics` and define the wheel of a vehicle.

Voxel Shape
-----------

Voxel shapes are in charge of rendering and simulating everything voxel-related. Shapes are either initialized from authored VOX files available in the data sources, or they are procedurally filled with content like, e.g., terrain using a script.
Voxel shapes are in charge of rendering and simulating everything voxel-related. Shapes are either initialized from authored VOX files available in the data sources, or they are procedurally filled with content (e.g., terrain using a script).

In addition, voxel shapes support the generation of support structures and fracturing for physics-based destruction effects.
2 changes: 1 addition & 1 deletion iolite_docs/engine/intro.rst
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Expand Up @@ -6,7 +6,7 @@ IOLITE aims to make it easy to create fun and responsive voxel games. Let's star
The overall game creation process
---------------------------------

Compared to other *game engines* or *game makers*, a single copy of IOLITE does *not* support working with different *projects*. Instead, IOLITE aims to be portable and thus directly sources all data from the directories next to the executable. A single copy of IOLITE *becomes your game*, it's as simple as that.
Compared to other *game engines* or *game makers*, a single copy of IOLITE does *not* support working with different *projects*. Instead, IOLITE aims to be portable, and thus directly sources all data from the directories next to the executable. A single copy of IOLITE *becomes your game*, it's as simple as that.

Shipping your game
------------------
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8 changes: 4 additions & 4 deletions iolite_docs/engine/palettes.rst
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Expand Up @@ -3,15 +3,15 @@
Palettes
========

Palettes are used to assign material parameters to the values of voxel shapes. As mentioned in the previous sections, shapes utilize 8-bit values offering a total of 256 possible unique values. A value of zero is reserved for marking empty/air voxels. Accordingly, a single palette supports storing up to 255 different materials. Each voxel shape can utilize a unique palette, but it is not possible to use multiple palettes for a single shape.
Palettes are used to assign material parameters to the values of voxel shapes. As mentioned in the previous sections, shapes utilize 8-bit values, offering a total of 256 possible unique values. A value of zero is reserved for marking empty/air voxels. Accordingly, a single palette supports storing up to 255 different materials. Each voxel shape can utilize a unique palette, but it is not possible to use multiple palettes for a single shape.

.. important:: As mentioned previously, due to the fact that a value of zero is reserved for empty/air voxels, the voxel values 1-255 map to the palette indices 0-254.

Palettes can be edited either programmatically or via the *Palette Inspector* in the editor, which is shown in the following screenshot:

.. image:: /_static/images/palette_inspector.jpg

Voxel assets also contain palettes which are treated the same as the custom palettes you have created. Asset palettes are named according to their source assets. To overwrite the palette of a voxel asset, simply create a custom palette named like the palette you would like to overwrite. Custom palettes are prioritized during loading.
Voxel assets also contain palettes which are treated the same as the custom palettes you have created. Asset palettes are named according to their source assets. To overwrite the palette of a voxel asset, simply create a custom palette with the same name as the palette you would like to overwrite. Custom palettes are prioritized during loading.

The following sections describe each of the material parameters a single entry in the palette supports.

Expand All @@ -22,8 +22,8 @@ Color
The albedo color of this material.
Roughness
Defines the roughness/smoothness of the material.
Matalmask
Defines whether this material is a nonmetal (value of 0) or metal (value of 1). Values in between can be used for defining hybrid materials like, e.g., rusty metals.
Metalmask
Defines whether this material is a nonmetal (value of 0) or metal (value of 1). Values in between can be used for defining hybrid materials like rusty metals.
Emissive
The emissive intensity of this material.

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