I think you should add a code example to the README, to communicate the flavor of the engine. Seeing code reassures me that the engine and its API is not unnecessarily verbose. `BlazeDispatchers.fs`’s `EnemyModule.tickHandler (<a href="https://github.com/bryanedds/FPWorks/blob/master/BlazeVector/BlazeVector/BlazeVector/BlazeDispatchers.fs#L83-L89" rel="nofollow">https://github.com/bryanedds/FPWorks/blob/master/BlazeVector...</a>) would be a good example, as it also demonstrates the engine’s functional style of being passed and returning a `world`. You should also link to the folder <a href="https://github.com/bryanedds/FPWorks/tree/master/BlazeVector/BlazeVector/BlazeVector" rel="nofollow">https://github.com/bryanedds/FPWorks/tree/master/BlazeVector...</a> right below the code snippet so that people can easily see more code examples and see the structure of a whole program’s code.<p>Also, after reading that you have a custom Ianguage (Aml), I wanted to see what code looks like in this language, but I couldn’t find any code examples. I even downloaded `AmlSpec.rtf`, but all I saw when scanning through it was one-line examples to show the syntax, not real examples that show when and why you would use it. If you have examples, you should link to them from where you talk abut Aml in the README.<p>(I also created a pull request to improve the formatting in `AmlSpec.rtf`: <a href="https://github.com/bryanedds/FPWorks/pull/6" rel="nofollow">https://github.com/bryanedds/FPWorks/pull/6</a> .)