From 87058b1e18d0c5ee0f40d096e37f54da7e9c2ec1 Mon Sep 17 00:00:00 2001 From: Yan Kalbaska Date: Sat, 10 Aug 2024 20:53:59 +0300 Subject: [PATCH] Relative paths for assets in docs (#14) * Relative paths for assets * Update samples.md * Update how-to-use.md --- docs/index.md | 2 +- docs/pages/how-to-use.md | 2 +- docs/pages/samples.md | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/index.md b/docs/index.md index da1bb00..7d05d4e 100644 --- a/docs/index.md +++ b/docs/index.md @@ -4,7 +4,7 @@ layout: home # Welcome to New Kingdoms _Simulator and game prototyping engine._ -![New Kingdoms Logo](../../assets/images/new-kingdoms-logo.png){: width="96" } +![New Kingdoms Logo](../assets/images/new-kingdoms-logo.png){: width="96" } The main benefit of New Kingdoms is not the code itself, but a readily implemented concept of decoupled and independently programmed object behaviours and their (optional) presentation. The code sets the minimal required interaction between the game layers, that bring those objects to life in a sandboxed universe. diff --git a/docs/pages/how-to-use.md b/docs/pages/how-to-use.md index 8993cd6..00360ce 100644 --- a/docs/pages/how-to-use.md +++ b/docs/pages/how-to-use.md @@ -15,4 +15,4 @@ Most of the time, if you don't need to modify the engine itself, you'll operate You can skip visualisation and use CLI output if you want pure NPC simulation without user interaction. You can also change behaviors and visualisations independently. -The New Kingdoms engine was designed based on the clean architecture principles. In two articles referenced below, you can read the full [story of its design](https://medium.com/better-programming/clean-architecture-in-game-development-e57542a96e5e), understand the [final implementation](https://medium.com/@yankalbaska/how-clean-should-your-architecture-be-b2157eeea737) down to classes, how they depend on each other, and how the engine is intended to be used. There is also a [demo app](/samples) to make it easier to start. +The New Kingdoms engine was designed based on the clean architecture principles. In two articles referenced below, you can read the full [story of its design](https://medium.com/better-programming/clean-architecture-in-game-development-e57542a96e5e), understand the [final implementation](https://medium.com/@yankalbaska/how-clean-should-your-architecture-be-b2157eeea737) down to classes, how they depend on each other, and how the engine is intended to be used. There is also a [demo app](../samples) to make it easier to start. diff --git a/docs/pages/samples.md b/docs/pages/samples.md index cdda3b0..d8f810e 100644 --- a/docs/pages/samples.md +++ b/docs/pages/samples.md @@ -16,4 +16,4 @@ The changes to engine are: ## About the demo It's a very simple simulation of a car driving down the road and changing its color upon interaction. -![video](/assets/images/sample.gif) \ No newline at end of file +![video](../assets/images/sample.gif)