diff --git a/README.md b/README.md index 9f838bcb09598901ab17475739fbb27fc5e76a14..257722eda8f5d5bbf592b1c9c4dd654032504608 100644 --- a/README.md +++ b/README.md @@ -16,11 +16,7 @@ See [the documentation](https://docs.rs/big-brain) for more details. * Highly concurrent/parallelizable evaluation. * Integrates smoothly with Bevy. -* Easy AI definition using idiomatic Rust builders. You don't have to be some genius to define behavior that _feels_ realistic to players. -* High performance--supports hundreds of thousands of concurrent AIs. -* Graceful degradation--can be configured such that the less frame time is available, the slower an AI might "seem", without dragging down framerates, by simply processing fewer events per tick. * Proven game AI model. -* Low code overhead--you only define two types of application-dependent things, and everything else is building blocks! * Highly composable and reusable. * State machine-style continuous actions/behaviors. * Action cancellation. diff --git a/src/lib.rs b/src/lib.rs index 3b11456491046702bd29d8598ddcf9753d078cb8..de6763e5d479830342dc810a009a26e92a69c7dc 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -15,11 +15,7 @@ See [the documentation](https://docs.rs/big-brain) for more details. * Highly concurrent/parallelizable evaluation. * Integrates smoothly with Bevy. -* Easy AI definition using idiomatic Rust builders. You don't have to be some genius to define behavior that _feels_ realistic to players. -* High performance--supports hundreds of thousands of concurrent AIs. -* Graceful degradation--can be configured such that the less frame time is available, the slower an AI might "seem", without dragging down framerates, by simply processing fewer events per tick. * Proven game AI model. -* Low code overhead--you only define two types of application-dependent things, and everything else is building blocks! * Highly composable and reusable. * State machine-style continuous actions/behaviors. * Action cancellation.