diff --git a/README.md b/README.md index b234ccb..917ea52 100644 --- a/README.md +++ b/README.md @@ -280,7 +280,7 @@ Check the code out in `/cmd/internal/tester`.
The game generates its own lua documentation + autocomplete
-I'm not a huge fan of Lua and its syntax, but I like how easily it can be embedded into nearly any language. Because it is used in so many pieces, especially games, there is a lot of information and libraries available. So, in my opinion, these facts outweighed my personal cons about the syntax. The only thing that I was missing was nice auto-complete for the game's API. That's when I learned about the lua-language-server and its great support for [definitions](https://github.com/LuaLS/lua-language-server/wiki/Annotations). So, I wrote the basic definitions of things that don't change in the game, and the rest is generated dynamically by the game. +I'm not a huge fan of Lua and its syntax, but I like how easily it can be embedded into nearly any language. Because it is used in so many places, especially games, there is a lot of information and libraries available. So, in my opinion, these facts outweighed my personal cons about the syntax. The only thing that I was missing was nice auto-complete for the game's API. That's when I learned about the lua-language-server and its great support for [definitions](https://github.com/LuaLS/lua-language-server/wiki/Annotations). So, I wrote the basic definitions of things that don't change in the game, and the rest is generated dynamically by the game. Currently, there is a utility to generate markdown-based documentation and the annotations for the language server. You can find the Lua docs [here](docs/LUA_API_DOCS.md) and definitions [here](assets/scripts/definitions). The docs are defined in code where I define Lua functions and constants. That way, I write the docs at the same moment that I define the Lua objects.