From ad7f8812f2338b1035af8dfabdb8c9433e57bb8e Mon Sep 17 00:00:00 2001 From: Luca Sas Date: Thu, 4 Nov 2021 16:46:53 +0200 Subject: Update README.md --- README.md | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) diff --git a/README.md b/README.md index 59689ec..9b3ff6b 100644 --- a/README.md +++ b/README.md @@ -6,16 +6,6 @@ The master branch of the raylib source code is downloaded using CMake FetchConte Building from the cmake file will build both raylib and `src/main.c` which includes a basic example of a raylib program. -## Q&A - -1. How do I change my project name? - - On `line 2` in `CMakeLists.txt` you can change the name `"my_raylib_game"` in the line `project(my_raylib_game C)`. Don't change anything other than the name. - -2. How do I use C++? - - One `line 2` in `CMakeLists.txt` you can add `CXX` like so `project(my_raylib_game C CXX)` in order to add C++ support. - ## Asset handling The example in `src/main.c` uses an example image located in the `assets` folder. @@ -27,4 +17,4 @@ If you plan on releasing or sharing your game consider manually setting the valu In C you can concatenate string literals by putting them next to each other, eg: `"A" "B"` is `"AB"`. So ASSETS_PATH `"test.png"` becomes `"/path/to/your/assets/test.png"` -If you wanna share your game with others you should set ASSETS_PATH to be a *relative* path like "./assets/". You can do this in the CMakeLists.txt file. \ No newline at end of file +If you wanna share your game with others you should set ASSETS_PATH to be a *relative* path like "./assets/". You can do this in the CMakeLists.txt file. -- cgit v1.2.3