From 38424fac09c74acc0a7ec2e5e5ee8b45036d78c6 Mon Sep 17 00:00:00 2001 From: Wolfgang Engel Date: Tue, 21 Dec 2021 17:26:56 -0800 Subject: [PATCH] Fixed a typo --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 7f938390ed..f90a42a82e 100644 --- a/README.md +++ b/README.md @@ -35,7 +35,7 @@ The Forge can be used to provide the rendering layer for custom next-gen game en * on GPU following [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) and the [D3D12 Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator) * on CPU [Fluid Studios Memory Manager](http://www.paulnettle.com/) - Input system with Gestures for Touch devices based on an extended version of [gainput](https://github.com/jkuhlmann/gainput) -- Fast Entity Component System based on our internally developed ECS +- Fast Entity Component System based on [flecs](https://github.com/SanderMertens/flecs) - Cross-platform FileSystem C API, supporting disk-based files, memory streams, and files in zip archives - UI system based on [imGui](https://github.com/ocornut/imgui) with a dedicated unit test extended for touch input devices - Shader Translator using a superset of HLSL as the shader language, called The Forge Shading Language. There is a Wiki page on [The Forge Shading Language](https://github.com/ConfettiFX/The-Forge/wiki/The-Forge-Shading-Language-(FSL))