diff --git a/README.md b/README.md index 10c4b935b..fde1e279f 100644 --- a/README.md +++ b/README.md @@ -25,24 +25,22 @@ features * Shaders support, including Model shaders and Postprocessing shaders * Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c) * Audio loading and playing with streaming support and mixing channels (WAV, OGG, FLAC, XM, MOD) + * Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5** * VR stereo rendering support with configurable HMD device parameters - * Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1** * Custom color palette for fancy visuals on raywhite background * Minimal external dependencies (GLFW3, OpenGL, OpenAL) - * Complete binding to LUA + * Complete binding to LUA: [raylib-lua](https://github.com/raysan5/raylib-lua) -raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for -multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...). +raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option I found for +multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, maintained, ...). raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft](http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours, to accomodate to Android, Raspberry Pi and HTML5. -On Android, raylib uses `native_app_glue module` (provided by Android NDK) and native Android libraries to manage window/context, inputs and activity cycle. +On Android, raylib uses `native_app_glue module` (provided by Android NDK) and native Android libraries to manage window/context, inputs and activity life cycle. On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading. -On Oculus Rift CV1, raylib uses Oculus PC SDK libraries but only the core C library ([LibOVR](https://github.com/raysan5/raylib/tree/develop/src/external/OculusSDK/LibOVR)); runtime library (LibOVRRT32_1.dll) must be linked at compilation time. - raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md). tools requirements