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authorMax-001 <80035972+Max-001@users.noreply.github.com>2024-09-11 17:09:11 +0200
committerMax-001 <80035972+Max-001@users.noreply.github.com>2024-09-11 17:09:11 +0200
commitfb28e20b42bf2d4b621dd550271cad733871fc99 (patch)
tree4fecaaafc164c764a2579a3db7968e27c8f06886
parentef1c7e56de6c9083614b53d6645883c371775b22 (diff)
parent79e58533af8bf585d79f8d0b5ca675ff66712b80 (diff)
Merge remote-tracking branch 'origin/master' into max/time
-rw-r--r--.vscode/settings.json4
-rw-r--r--comparison.sty80
-rw-r--r--contributing.md55
-rw-r--r--example.tex27
-rw-r--r--glossary.bib30
-rw-r--r--latexmkrc45
-rw-r--r--projdoc.cls43
-rw-r--r--readme.md15
-rw-r--r--research.tex207
-rw-r--r--style.md25
-rw-r--r--time.txt14
11 files changed, 519 insertions, 26 deletions
diff --git a/.vscode/settings.json b/.vscode/settings.json
index 72f0e6b..25effcc 100644
--- a/.vscode/settings.json
+++ b/.vscode/settings.json
@@ -1,4 +1,8 @@
{
+ "editor.wordWrap": "wordWrapColumn",
+ "editor.wrappingIndent": "same",
+ "editor.wordWrapColumn": 85,
+ "files.trimTrailingWhitespace": true,
"latex-workshop.latex.recipe.default": "latexmk",
"latex-workshop.latex.tools": [
{
diff --git a/comparison.sty b/comparison.sty
new file mode 100644
index 0000000..d10f95f
--- /dev/null
+++ b/comparison.sty
@@ -0,0 +1,80 @@
+\NeedsTeXFormat{LaTeX2e}
+\ProvidesPackage{comparison}[2024-01-19 package comparison]
+
+\RequirePackage{booktabs}
+\RequirePackage{etoolbox}
+\RequirePackage{tabularx}
+\RequirePackage{environ}
+\RequirePackage{enumitem}
+
+% comparison environment, usage:
+%
+% \begin{comparison}
+% \pro{reason why thing is good}
+% \pro{...}
+% \con{reason why thing is bad}
+% \con{...}
+% \end{comparison}
+%
+% output:
+%
+% Pros (2) Cons (2)
+% ----------------------------------------------------------
+% - reason why thing is good - reason why thing is bad
+% - ... - ...
+%
+
+\newcounter{pro-count}
+\newcounter{pro-index}
+\newcounter{con-count}
+\newcounter{con-index}
+\newcounter{cmp-count}
+\newcounter{cmp-index}
+\NewEnviron{comparison}{%
+ \par%
+ \setcounter{pro-count}{0}%
+ \newcommand{\pro}[1]{%
+ \stepcounter{pro-count}%
+ \csdef{pro-\the\value{pro-count}}{##1}%
+ }%
+ \setcounter{con-count}{0}%
+ \newcommand{\con}[1]{%
+ \stepcounter{con-count}%
+ \csdef{con-\the\value{con-count}}{##1}%
+ }%
+ \BODY%
+ \def\spacing{3mm}%
+ \newcommand{\halfbox}[1]{%
+ \begin{minipage}[t]{\dimexpr(\linewidth - \spacing) / 2\relax}%
+ ##1%
+ \end{minipage}%
+ }%
+ \begin{minipage}{\linewidth}%
+ \halfbox{\strut\centering\textsc{Benefits}~(\the\value{pro-count})\strut}%
+ \hfill%
+ \halfbox{\strut\centering\textsc{Drawbacks}~(\the\value{con-count})\strut}%
+ \par%
+ \vspace*{\dimexpr-\parskip-0.5\baselineskip\relax}%
+ \noindent\rule{\linewidth}{0.66pt}\par%
+ \vspace*{\dimexpr-\parskip\relax}%
+ \halfbox{%
+ \begin{itemize}[leftmargin=5mm]%
+ \setcounter{pro-index}{0}%
+ \whileboolexpr{test{\ifnumcomp{\value{pro-index}}{<}{\value{pro-count}}}}{%
+ \stepcounter{pro-index}%
+ \item \csuse{pro-\the\value{pro-index}}%
+ }%
+ \end{itemize}%
+ }\hfill\halfbox{%
+ \begin{itemize}[leftmargin=5mm]%
+ \setcounter{con-index}{0}%
+ \whileboolexpr{test{\ifnumcomp{\value{con-index}}{<}{\value{con-count}}}}{%
+ \stepcounter{con-index}%
+ \item \csuse{con-\the\value{con-index}}%
+ }%
+ \end{itemize}%
+ }%
+ \end{minipage}%
+ \par%
+}
+
diff --git a/contributing.md b/contributing.md
index 770d02e..c11c834 100644
--- a/contributing.md
+++ b/contributing.md
@@ -10,12 +10,17 @@ other document.
- Indent using tabs
- Wrap long lines at column 80
-- Diacritical marks should be represented in ASCII using LaTeX syntax instead
- of using UTF-8 (i.e. `fa\c{c}ade` instead of `façade`)
+- ASCII only (LaTeX syntax should be used instead of UTF-8, i.e. `fa\c{c}ade`
+ instead of `façade`, `---` instead of `—`)
- Images should be placed in the img/ folder
- Labels and bibliography keys should only consist of characters from the
following set: `[a-z0-9:-]` (lower-case, numbers, colon, dash).
-- Quotes are opened with the tilde (<code>`</code>)
+- Both single and double quotes are opened using backtick(s)
+ (<code>&#96</code>) and closed using single quote(s) (`'`), i.e.
+ <code>&#96&#96like this''</code> or <code>&#96this'</code>
+- Only environments indent the LaTeX source code
+- Insert a non-breaking space (`~`) after (Latin) abbreviations such as "i.e."
+ or "e.g.". Never place a comma after either of these.
# Banned practices
@@ -27,7 +32,7 @@ other document.
command should be used instead.
- **Using `\href`**
- Add the source in sources.bib and cite this source instead.
+ Add the source in [sources.bib](#sources) and cite this source instead.
- **Using `\textbf` or `\textit` to emphasize**
Use `\emph`, single quotes or an em dash (`---`) instead.
@@ -51,21 +56,47 @@ Please use prefixes to 'namespace' `\label`s:
|Sections|`sec:`|
|List items (i.e. `enumerate`/`itemize`)|`item:`|
+These items can be referenced using the `\cref` command.
+
## Sources
Bibliography entries work with a similar label system (usually called *keys*).
Since these exist in a registry separate from `\label` entries, these do not
-need to be prefixed.
+need to be prefixed. All sources are stored in [sources.bib](./sources.bib).
+There is a very helpful [cheat sheet][biblatex-cheat-sheet] online that
+showcases different entry types and their fields.
-For consistency, the following format is preferred: `authority:topic`. The
-`authority` part refers to a company, website or author, and `topic` refers to
-a title, chip model number, etc. depending on the type of document being
+For consistency, the following format for keys is preferred: `authority:topic`.
+The `authority` part refers to a company, website or author, and `topic` refers
+to a title, chip model number, etc. depending on the type of document being
referenced.
-<!--
-TODO
-- Cross-references and citations should be handled using cleveref
--->
+## Glossary
+
+Glossary entries are stored in [glossary.bib](./glossary.bib). This file has
+the same structure as the bibliography, but with different key types:
+
+|type|usage|
+|-|-|
+|`@abbreviation`|Abbreviations (long version inserted on first occurrence)|
+|`@acronym`|Acronyms (long version only in glossary)|
+|`@entry`|Generic entries / words|
+
+The keys in the glossary do not have to be prefixed, and should be short as
+they should be inserted frequently. Glossary entries can be used with the
+following commands:
+
+|command|usage|
+|-|-|
+|`\gls{<key>}`|regular|
+|`\glspl{<key>}`|plural|
+|`\Gls{<key>}`|capitalized (at start of sentence)|
+|`\Glspl{<key>}`|capitalized plural|
+
+> [!NOTE]
+> Glossary entries should not be inserted in figure captions or section
+> headings!
[crepe-engine-contrib]: https://github.com/lonkaars/crepe/blob/master/contributing.md
+[biblatex-cheat-sheet]: https://tug.ctan.org/info/biblatex-cheatsheet/biblatex-cheatsheet.pdf
diff --git a/example.tex b/example.tex
index 8525973..ce45f6f 100644
--- a/example.tex
+++ b/example.tex
@@ -108,7 +108,7 @@ The \codeinline{blockcode} environment can be used to insert a code block:
This is all included verbatim: \verb|asdf| \ $%!(*@#&)$
\end{blockcode}
-\subsection{Lists}
+\subsection{Information dumps}
Unordered (bullet) list:
@@ -136,9 +136,34 @@ Numbered list:
(See \cref{item:enum-nest-ref})
+Description:
+
+\begin{description}
+ \item[Item one] description of item one
+ \item[Item two] description of item two
+ \item[Item three] ...
+\end{description}
+
+\subsection{Comparisons}
+
+\begin{comparison}
+ \pro{Good thing}
+ \con{Bad thing}
+ \pro{Good thing 2}
+ \con{Bad thing 2}
+\end{comparison}
+
\subsection{Citations}
Citations are inserted using the \codeinline{\autocite} command \autocite{rfc:3339}.
+The bibliography is automatically printed after \codeinline{\end{document}}.
+
+\subsection{Glossary}
+
+Glossary entries can be inserted using the \codeinline{\gls} commands. Example:
+``\Gls{sdl2} handles \glspl{hid} as well!''. In following occurrences of acronyms,
+only their short form is printed: `\gls{sdl2}' and `\gls{hid}'. All of these link to
+the glossary that is automatically printed after \codeinline{\end{document}}.
\end{document}
diff --git a/glossary.bib b/glossary.bib
new file mode 100644
index 0000000..4d02e4a
--- /dev/null
+++ b/glossary.bib
@@ -0,0 +1,30 @@
+@abbreviation{ecs,
+ short = {ECS},
+ long = {Entity-Component System},
+}
+
+@abbreviation{hid,
+ short = {HID},
+ long = {Human Interface Device},
+}
+
+@abbreviation{sdl2,
+ short = {SDL2},
+ long = {Simple DirectMedia Layer},
+}
+
+@abbreviation{sfml,
+ short = {SFML},
+ long = {Simple and Fast Multimedia Library},
+}
+
+@entry{opengl,
+ name = {OpenGL},
+ description = {Open-source graphics library},
+}
+
+@entry{d3d,
+ name = {Direct3D},
+ description = {Graphics library developed by \hbox{Microsoft}},
+}
+
diff --git a/latexmkrc b/latexmkrc
index ad6c178..66ed0d1 100644
--- a/latexmkrc
+++ b/latexmkrc
@@ -2,3 +2,48 @@ $pdflatex = "xelatex %O %S";
$pdf_mode = 1;
$dvi_mode = 0;
$postscript_mode = 0;
+
+# https://tex.stackexchange.com/questions/400325/latexmkrc-for-bib2gls
+add_cus_dep('glo', 'gls', 0, 'run_makeglossaries');
+add_cus_dep('acn', 'acr', 0, 'run_makeglossaries');
+add_cus_dep('aux', 'glstex', 0, 'run_bib2gls');
+
+sub run_makeglossaries {
+ if ( $silent ) {
+ system "makeglossaries -q '$_[0]'";
+ } else {
+ system "makeglossaries '$_[0]'";
+ };
+}
+
+sub run_bib2gls {
+ if ( $silent ) {
+ my $ret = system "bib2gls --silent --group '$_[0]'";
+ } else {
+ my $ret = system "bib2gls --group '$_[0]'";
+ };
+ my ($base, $path) = fileparse( $_[0] );
+ if ($path && -e "$base.glstex") {
+ rename "$base.glstex", "$path$base.glstex";
+ }
+ # Analyze log file.
+ local *LOG;
+ $LOG = "$_[0].glg";
+ if (!$ret && -e $LOG) {
+ open LOG, "<$LOG";
+ while (<LOG>) {
+ if (/^Reading (.*\.bib)\s$/) {
+ rdb_ensure_file( $rule, $1 );
+ }
+ }
+ close LOG;
+ }
+ return $ret;
+}
+
+push @file_not_found, '^Package .* No file `([^\\\']*)\\\'';
+push @generated_exts, 'glo', 'gls', 'glg';
+push @generated_exts, 'acn', 'acr', 'alg';
+$clean_ext .= ' %R.ist %R.xdy';
+$clean_ext .= ' bbl run.xml';
+
diff --git a/projdoc.cls b/projdoc.cls
index c6abaca..388f901 100644
--- a/projdoc.cls
+++ b/projdoc.cls
@@ -14,6 +14,18 @@
\PassOptionsToPackage{nosort}{cleveref}
\PassOptionsToPackage{nameinlink}{cleveref}
\PassOptionsToPackage{obeyspaces}{url}
+\PassOptionsToPackage{toc=false}{glossaries}
+\PassOptionsToPackage{record}{glossaries-extra}
+\PassOptionsToPackage{
+ backend=biber,
+ bibencoding=utf8,
+ style=iso-numeric,
+ % Technically, Avans University of Applied Sciences requires that we always use APA
+ % style references, but this often results in ugly citations when working with
+ % technical or online resources. At the end of the day, the bibliography is there
+ % to prove we didn't plagiarize or make shit up, so ISO 690 is *probably* fine.
+ autocite=plain,
+}{biblatex}
% frequently used packages
\RequirePackage{geometry}
@@ -38,9 +50,14 @@
\RequirePackage{cleveref}
\RequirePackage{adjustbox}
\RequirePackage{xparse}
+\RequirePackage{biblatex}
+\RequirePackage{glossaries}
+\RequirePackage{glossaries-extra}
\RequirePackage{ifdraft}
\RequirePackage{enumitem}
\RequirePackage{subcaption}
+\RequirePackage{multicol}
+\RequirePackage{comparison} % ./comparison.sty
% font style
\setmainfont{TeX Gyre Schola}
@@ -171,18 +188,14 @@
\makeatother
% bibliography
-\usepackage[
- backend=biber,
- bibencoding=utf8,
- style=iso-numeric,
- % Technically, Avans University of Applied Sciences requires that we always use APA
- % style references, but this often results in ugly citations when working with
- % technical or online resources. At the end of the day, the bibliography is there
- % to prove we didn't plagiarize or make shit up, so ISO 690 is *probably* fine.
- autocite=plain,
-]{biblatex}
\addbibresource{sources.bib}
+% glossary
+\GlsXtrLoadResources[
+ src={./glossary.bib},
+ selection={recorded and deps and see},
+]
+
% default document header/trailer
\makeatletter
\def\projdoc@header{
@@ -196,8 +209,16 @@
\newbool{projdoc@cited}
\apptocmd{\abx@aux@cite}{\global\booltrue{projdoc@cited}}{}{}
\def\projdoc@trailer{
- % end with bibliography (if citations used)
+ % bibliography (if citations used)
\ifbool{projdoc@cited}{\printbibliography}{}%
+ % glossary
+ \ifcsundef{printunsrtglossary}{}{%
+ \section*{Glossary}%
+ \begin{multicols}{2}%
+ \renewcommand{\glossarysection}[2][]{}%
+ \printunsrtglossary%
+ \end{multicols}%
+ }%
}
\AtBeginDocument{\projdoc@header}
\AtEndDocument{\projdoc@trailer}
diff --git a/readme.md b/readme.md
index e8b3784..1375c5e 100644
--- a/readme.md
+++ b/readme.md
@@ -10,9 +10,22 @@ Please see [style.md](./style.md) for writing style and
- A `latexmkrc` file is provided for copmilation with `latexmk`. The documents
should also compile under [Visual Studio Code][vscode] using the [LaTeX
Workshop extension][latexworkshop], as well as [VimTeX][vimtex].
+- A [makefile](./makefile) is used to compile other files (e.g. plantuml
+ diagrams, [time report](#time-report))
- These documents use fonts loaded using `fontspec`, please see
[style.md](./style.md) for download links.
-- A `makefile` is provided for compiling other files (e.g. plantuml diagrams)
+
+## Time report
+
+The time report document includes generated LaTeX code which can be compiled
+from [time.txt](./time.txt) using [time2tex.py](./time2tex.py). The
+[makefile](./makefile) includes a rule that does this, so `make timerep.pdf`
+should be used to compile this document specifically.
+
+## Requirements
+
+TODO: how to store + cross-reference requirements w/o extra latex compilation
+runs
[vscode]: https://code.visualstudio.com
[latexworkshop]: https://marketplace.visualstudio.com/items?itemName=James-Yu.latex-workshop
diff --git a/research.tex b/research.tex
new file mode 100644
index 0000000..ca2afed
--- /dev/null
+++ b/research.tex
@@ -0,0 +1,207 @@
+\documentclass{projdoc}
+\input{meta.tex}
+
+\title{Research document}
+
+\begin{document}
+\tablestables
+\newpage
+
+\section{Introduction}
+
+\section{Game engine}
+
+\subsection{Introduction}
+
+To build a game engine, it must first be understood how it operates. The
+functionalities it requires and how these functionalities work together must be
+determined. In this section, the general functioning of a game engine and the
+different parts required are described.
+
+\subsection{Findings}
+
+A game engine is not the game itself but a platform with which games are built. It
+should provide the functionalities with which the game is constructed. The purpose of
+a game engine is not to create data out of nothing. Instead, data is read, and the
+correlating features and effects are generated. However, the engine is also used to
+create these files, referred to as ``assets.'' The game engine must be able to accept
+a certain format of these assets---whether levels, sprites, or textures---and convert
+them into usable data.
+
+\subsubsection{Layers}
+
+A game engine is composed of multiple layers, each with its own functions. These
+layers are divided into the following categories:\noparbreak
+\begin{description}
+ \item[Resource manager] Responsible for what happens when the engine is launched,
+ including loading data formats.
+ \item[Application] Manages the run loop, time, code execution, and events
+ (e.g.~input events).
+ \item[Window/\glspl{hid}] Handles input and events.
+ \item[Renderer] Responsible for drawing the necessary objects on the screen,
+ usually once per frame.
+ \item[Debugging support] Provides testing for the engine, such as logging or
+ performance profiling.
+ \item[Scripting layer] Runs scripts, such as Lua or Python.
+ \item[Memory systems] Handles and monitors memory usage.
+ \item[\gls{ecs}] Provides a modular way to create game objects, add physics, and
+ define how the engine interacts with objects.
+ \item[Physics] Adds specific physics to objects.
+ \item[Audio] Processes audio.
+ \item[AI] Provides artificial inteligent behavior.
+\end{description}
+
+\subsubsection{ECS}
+
+A game engine must have the ability to keep track and update several game objects. To
+do this most game engines employ an \gls{ecs} model which uses modulair components to
+give entities properties and features. The need for an entity component system arises
+because multiple game objects are required to create a scene in a game. These game
+objects exist within the scene and perform actions, such as a UI display for a score.
+This game object does not need to be rendered; it could be a script running in the
+background. It could also be a player sprite that is controlled. These entities need
+to be aware of other entities, for example, during collisions. For this to function,
+a scene is required to host all game objects. Within this scene, the game objects
+must be stored efficiently, and entities must be provided with the required behavior,
+such as audio, position, or physics. To create diverse entities with specific
+functions: A scene can contain many different kinds of entities, each with different
+properties and functions. But no matter how different each entity is, it remains an
+entity. To assign properties and functions to entities, components are used. Entt is
+an example of an \gls{ecs}.
+% TODO: ref?entt
+
+\subsection{Conclusion}
+
+\section{Third-party Tools}
+
+\subsection{Introduction}
+
+Developing a game engine from scratch requires a significant amount of time, as many
+different features are necessary. Fortunately, some of these features have already
+been developed and can be reused in the form of frameworks and third-party
+tools/libraries. The decision to use third-party libraries, and the selection of
+which ones to use, directly influences the development process of the game engine. In
+this section, several third-party frameworks and tools available for use are
+described.
+
+\subsection{Findings}
+
+\subsubsection{Media Frameworks}
+
+A game engine must have the ability to handle user input, render graphics, and
+process audio. Several large frameworks are available that provide these features and
+are already widely used by other game engines. The two most popular and
+best-supported options are \gls{sdl2} and \gls{sfml}.
+
+\paragraph{SDL2}
+
+% TODO: ref?sdl2
+According to its official website, \gls{sdl2} is \emph{``a cross-platform development
+library designed to provide low-level access to audio, keyboard, mouse, joystick, and
+graphics hardware via \gls{opengl} and \gls{d3d}. It is used by video playback
+software, emulators, and popular games, including Valve's award-winning catalog and
+many Humble Bundle games.''} \gls{sdl2} is written in the C programming language, and
+therefore, structs and functions are used instead of objects and methods.
+
+The advantages of \gls{sdl2} are:\noparbreak
+\begin{itemize}
+ \item Controller support is provided.
+ \item 2D and 3D rendering are supported.
+ \item Broad multiplatform support is offered, including older consoles such as the
+ Wii.
+ \item Low-level control is available.
+ \item A large community ensures wide usage.
+ \item Extended libraries can be used to add functionalities, such as SDL\_Mixer for
+ sound.
+\end{itemize}
+
+The disadvantages of \gls{sdl2} are:\noparbreak
+\begin{itemize}
+ \item A limited built-in 2D renderer is provided.
+ \item Extended libraries require setup.
+\end{itemize}
+
+\paragraph{SFML}
+
+\gls{sfml} is a simple framework consisting of five modules: audio, graphics,
+network, system, and window. This framework, written in C++, was designed to simplify
+game development.
+
+The advantages of \gls{sfml} are:
+\begin{itemize}
+ \item Object-oriented design is provided since it is written in C++.
+ \item A built-in 2D renderer is available for ease of use.
+ \item A built-in audio system is included.
+ \item Cross-platform support is available for Linux, Windows, and macOS.
+ \item Networking capabilities are provided for multiplayer or networked
+ applications.
+\end{itemize}
+
+The disadvantages of \gls{sfml} are:
+\begin{itemize}
+ \item The 2D rendering engine may experience performance issues in large-scale
+ games.
+ \item The community is smaller compared to \gls{sdl2}.
+ \item No native 3D support is provided.
+ \item Not all image formats are supported.
+\end{itemize}
+
+\subsubsection{Audio}
+
+for audio some options could be: FMOD, Wwise, or iirKlang
+
+\subsection{Conclusion}
+
+\section{Gameloop/resource manager}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Rendering}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Event manager}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Memory/debugging}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Physics/scripting}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Conclusion}
+
+\section{Gameobjects/components}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+
+\section{Conclusion}
+
+\end{document}
diff --git a/style.md b/style.md
index bbddddf..c518e7c 100644
--- a/style.md
+++ b/style.md
@@ -1,3 +1,9 @@
+This document contains requirements for all project documentation. Specific
+LaTeX commands and LaTeX source style requirements are detailed in
+[contributing.md](./contributing.md), and [example.tex](./example.tex) contains
+a number of frequently used snippets that may be used as a cheat-sheet style
+reference.
+
# Fonts
The documents use the following fonts. All of these are free and open source,
@@ -23,7 +29,9 @@ workshop and VimTeX.
# Spelling
-All documentation is written in U.S. English
+- All documentation is written in U.S. English
+- Section headers are in sentence case (i.e. only the first word and proper
+ nouns are capitalized)
# Grammar
@@ -51,3 +59,18 @@ converted to PDF (e.g. using `svg2pdf` on linux).
Raster images should only be used when the source is already in a raster format
(e.g. for photos) or when otherwise impractical.
+# References
+
+- When a library or piece of software is introduced in a document, reference
+ the project homepage using the bibliography.
+- Direct quotations or paraphased text must be cited.
+- Acronyms, abbreviations and jargon reference the glossary.
+- All figures and tables must be referenced in the body text. Don't write
+ paragraphs that 'lead up' to figures, as this forces LaTeX to not break the
+ page between the paragraph and figure.
+
+# Document structure
+
+- Use `\section`, `\subsection`, `\subsubsection` and `\paragraph` to insert
+ headings.
+
diff --git a/time.txt b/time.txt
index 2d7a181..d7f1fbf 100644
--- a/time.txt
+++ b/time.txt
@@ -11,6 +11,14 @@ loek: 2024-09-05 15m repository scaffolding :: additional latex contributing gui
loek: 2024-09-05 1h40m project meeting
loek: 2024-09-05 1h24m time report script
loek: 2024-09-06 55m time report script
+loek: 2024-09-09 30m feedback :: niels code style guide
+loek: 2024-09-09 45m review :: wouter research PR#5
+loek: 2024-09-09 25m documentation style guide
+loek: 2024-09-10 1h55m project meeting
+loek: 2024-09-10 25m briefing :: watch bob videos
+loek: 2024-09-10 5m docs :: update readme
+loek: 2024-09-10 12m docs :: add comparison package and more example latex code
+loek: 2024-09-10 30m project meeting
max: 2024-09-02 1h project kickoff
max: 2024-09-02 45m first project meeting
@@ -47,9 +55,15 @@ niels: 2024-09-06 2h added c++ guidelines in the contributing.md
jaro: 2024-09-02 1h project meeting :: project kickoff
jaro: 2024-09-02 45m project meeting
jaro: 2024-09-02 1h45m scrumboard(miro), installing dependencies
+jaro: 2024-09-03 1h project lesson
jaro: 2024-09-04 4h15m latex environment, code environment and project plan
jaro: 2024-09-05 2h preparing meeting, project plan, discussing github with max
jaro: 2024-09-05 1h30m project meeting
jaro: 2024-09-05 1h documentatie review and improving environment
+jaro: 2024-09-06 30m weekly update
+jaro: 2024-09-09 1h project plan
+jaro: 2024-09-10 1h preparing meeting and project plan
+jaro: 2024-09-10 1h30m project meeting
+jaro: 2024-09-10 1h project disussing research
# vim:ft=cfg