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alemart 3 years ago
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README.md View File

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 # MARTINS.js WebAR engine
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 # MARTINS.js WebAR engine
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-Create amazing Augmented Reality experiences with **MARTINS.js**, a GPU-accelerated Augmented Reality engine for the web.
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+[![GitHub release (latest by date)](https://img.shields.io/github/v/release/alemart/martins-js)](https://github.com/alemart/martins-js/releases/)
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+![GitHub file size in bytes on a specified ref (branch/commit/tag)](https://img.shields.io/github/size/alemart/martins-js/dist/martins.min.js?branch=master&label=minified%20js)
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+[![GitHub Sponsors](https://img.shields.io/github/sponsors/alemart?logo=github)](https://github.com/sponsors/alemart/)
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-**Get started at <https://alemart.github.io/martins-js/>**
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+Create amazing Augmented Reality experiences with **MARTINS.js**, a GPU-accelerated Augmented Reality engine for the web. Users don't need specialized hardware nor dedicated software - only a modern and compatible web browser.
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-MARTINS.js is [developed independently](#author). It is currently in beta.
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+[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/J3J41O00K)
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-| |
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-|-|
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-| :octocat: [**Support my work on GitHub Sponsors!**](https://github.com/sponsors/alemart/) |
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-| |
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+MARTINS.js is developed independently by [Alexandre Martins](https://github.com/alemart) and is [dual-licensed](https://alemart.github.io/martins-js/faq#what-about-the-licensing).
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 ## Features
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 ## Features
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 ![WebAR demo](docs/img/demo-aframe.gif) ![WebAR demo](docs/img/demo-hello.gif)
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 ![WebAR demo](docs/img/demo-aframe.gif) ![WebAR demo](docs/img/demo-hello.gif)
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+## Why use MARTINS.js?
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+Here is why MARTINS.js is a great choice for creating Augmented Reality experiences:
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+* **No need to download apps!** MARTINS.js is a WebAR engine. It runs in web browsers. Users can access the AR experience immediately.
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+* **Fast and powerful!** MARTINS.js is GPU-accelerated. It uses WebGL2 and WebAssembly for turbocharged performance.
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+* **No need of custom hardware or software!** MARTINS.js is built from scratch using standard web technologies. All it requires is a modern and compatible web browser.
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+* **Fully standalone!** MARTINS.js has in it everything it needs to analyze the environment and help you create AR. There are no additional requirements. It's not WebXR.
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+* **Easy to get started!** MARTINS.js can be used with a `<script>` tag in your page. A static HTML page is enough to get started.
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+
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+## Documentation
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+Full documentation is available at <https://alemart.github.io/martins-js/>.
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+Cool demos are available at <https://alemart.github.io/martins-js/demos/>.
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 ## Try WebAR right now!
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 ## Try WebAR right now!
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 1. Scan or tap the QR code below with a mobile device.
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 1. Scan or tap the QR code below with a mobile device.
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 [![WebAR demo](docs/demo/reference-image-with-qr-code.webp)](https://alemart.github.io/martins-js/demo/)
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 [![WebAR demo](docs/demo/reference-image-with-qr-code.webp)](https://alemart.github.io/martins-js/demo/)
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-## Why use MARTINS.js?
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-
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-Here is why MARTINS.js is a great choice for creating Augmented Reality experiences:
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-* **No need to download apps!** MARTINS.js is a WebAR engine. It runs in web browsers. Users can access the AR experience immediately.
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-* **Fast and powerful!** MARTINS.js is GPU-accelerated. It uses WebGL2 and WebAssembly for turbocharged performance.
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-* **No need of custom hardware or software!** MARTINS.js is built from scratch using standard web technologies. All it requires is a modern and compatible web browser.
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-* **Fully standalone!** MARTINS.js has in it everything it needs to analyze the environment and help you create AR. There are no additional requirements. It's not WebXR.
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-* **Easy to get started!** MARTINS.js can be used with a `<script>` tag in your page. A static HTML page is enough to get started.
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 ## Browser compatibility
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 ## Browser compatibility
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 MARTINS.js is compatible with the latest versions of almost all major web browsers:
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 MARTINS.js is compatible with the latest versions of almost all major web browsers:
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 | ------ | ---- | ------- | ----- | ------ |
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 | ------ | ---- | ------- | ----- | ------ |
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 | ✔      | ✔    | ✔       | ✔     | -      |
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 | ✔      | ✔    | ✔       | ✔     | -      |
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-At the time of this writing, Safari is not yet compatible. MARTINS.js requires WebGL2 and WebAssembly.
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-## Author
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-MARTINS.js is developed independently by [Alexandre Martins](https://github.com/alemart) and is [dual-licensed](docs/faq.md#what-about-the-licensing).
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-See [CONTRIBUTING](./docs/CONTRIBUTING.md) for information on how you can contribute.
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+At the time of this writing, Safari is not yet compatible. MARTINS.js requires WebGL2 and WebAssembly.

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docs/download.md View File

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 Add the following to the `<head>` of your HTML page:
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 Add the following to the `<head>` of your HTML page:
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 ```html
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 ```html
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-<script src="https://cdn.jsdelivr.net/gh/alemart/martins-js@0.1/dist/martins.min.js"></script>
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+<script src="https://cdn.jsdelivr.net/gh/alemart/martins-js@VERSION/dist/martins.min.js"></script>
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 ```
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 ```
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+Replace `VERSION` by ![GitHub release (latest by date)](https://img.shields.io/github/v/release/alemart/martins-js?color=%23ffffff&display_name=tag&label=%20)
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 ## License
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 ## License
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 MARTINS.js is dual-licensed. It can be used for free under the [AGPL 3.0](./license/agpl-3.0.md). Any software developed with it must be free software. If you're doing personal experiments, or if you're a student, a hobbyist or a developer of free and open-source software, you may use it for free.
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 MARTINS.js is dual-licensed. It can be used for free under the [AGPL 3.0](./license/agpl-3.0.md). Any software developed with it must be free software. If you're doing personal experiments, or if you're a student, a hobbyist or a developer of free and open-source software, you may use it for free.

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docs/getting-started/create-the-augmented-scene.md View File

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 [Get the glue codes in my demos](../demos.md){ .md-button ._blank }
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 [Get the glue codes in my demos](../demos.md){ .md-button ._blank }
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+[:octocat: Get the glue codes on GitHub](https://github.com/alemart/martins-js/tree/master/dist){ .md-button ._blank }
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 ## Create the virtual scene
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 ## Create the virtual scene
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 Once you plug in the glue code, you'll be using the 3D rendering technology of your choice to create the virtual scene. The physical scene will be automatically augmented with the virtual scene, thus creating the augmented scene.
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 Once you plug in the glue code, you'll be using the 3D rendering technology of your choice to create the virtual scene. The physical scene will be automatically augmented with the virtual scene, thus creating the augmented scene.

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docs/support-my-work.md View File

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 # Support my work
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 # Support my work
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-My name is Alexandre Martins and I develop this Augmented Reality engine independently. Creating this WebAR engine required a lot of time, effort, skill and specialized knowledge. Please support my work today, so that I can make it even more awesome!
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+Creating this WebAR engine required a lot of time, effort, skill and specialized knowledge. Please support my work today, so that I can make it even more awesome!
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 * If you want to buy me a coffee, support me on Ko-fi:
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 * If you want to buy me a coffee, support me on Ko-fi:
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mkdocs.yml View File

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       - 'SpeedySize': 'api/speedy-size.md'
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       - 'SpeedySize': 'api/speedy-size.md'
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       - 'SpeedyMatrix': 'api/speedy-matrix.md'
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       - 'SpeedyMatrix': 'api/speedy-matrix.md'
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       - 'SpeedyPromise': 'api/speedy-promise.md'
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       - 'SpeedyPromise': 'api/speedy-promise.md'
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-  - 'Contact': 'contact.md'
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+  - 'Contact':
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+    - 'Contact': 'contact.md'
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+    - 'Support my work': 'support-my-work.md'
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+    - 'Contributing': 'CONTRIBUTING.md'

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