From 260ce2fadb02e46967e21edd8a3693214cfddde1 Mon Sep 17 00:00:00 2001 From: pyral Date: Tue, 3 Dec 2024 13:20:05 -0500 Subject: [PATCH] Update README.md --- README.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/README.md b/README.md index ff45512..c3d9b49 100644 --- a/README.md +++ b/README.md @@ -10,6 +10,12 @@ Crop and Claw 2 is being written with moddability and engine-agnosticism in mind For example, the runtime loads the base game package it expects, then mods, then allows for listening to a mods directory outside of zip archives. To do all this, we need to be able to load various file formats (png, ogg, specialized non-Godot formats, etc) into the engine and convert them to usable assets. This is obnoxious because loading and searching for files is different depending on if you are loading from directories or zip archives, and you have to manually cascade through zips and directories to find override assets. What's worse is more complications are added when new sources of file data could be encountered, such as streaming assets directly from a server. In order to reduce the pains, these scripts help build a dynamic virtual file loader. +Currently supported loaders: + - FileAccess - for direct file/directory operations + - ZIPReader - to read one or many zip files at a time + - ZIPWriter - to write to a target zip file. + - VFileAccess - Yes, you can recursively use multiple VFileAccess instances to check for files using different methods. + ## This thing's confusing. No. I just hacked the code together quickly. Suppose you want to a folder or two...