Updated docs to point to benchmark source code location.

Change-Id: If4c8fac6a421ac6436cab0dd7a0ae822a32e90bf
parent b4d29970
...@@ -94,8 +94,10 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');}); ...@@ -94,8 +94,10 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');});
<li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li> <li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li>
<li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li> <li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li>
<li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li> <li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li>
<li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition). </li> <li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition).</li>
</ul> </ul>
<h3>Code for benchmarks</h3>
<p>Code for these benchmarks sits in <code>benchmarks/</code> in git branch <code>benchmarks</code>. It sits in its own branch because it has submodule dependencies that the main project doesn't need, and the code standards do not meet those of the main project. Please read <code>benchmarks/cpp/README.txt</code> before working with the code. </p>
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...@@ -52,3 +52,9 @@ meant to be representative of game data, e.g. a scene format. ...@@ -52,3 +52,9 @@ meant to be representative of game data, e.g. a scene format.
fields manually), is very much tied to the rest of the engine, and works fields manually), is very much tied to the rest of the engine, and works
without a schema to generate code (tied to your C++ class definition). without a schema to generate code (tied to your C++ class definition).
### Code for benchmarks
Code for these benchmarks sits in `benchmarks/` in git branch `benchmarks`.
It sits in its own branch because it has submodule dependencies that the main
project doesn't need, and the code standards do not meet those of the main
project. Please read `benchmarks/cpp/README.txt` before working with the code.
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