From dec846acd2fb985b613305c37bc98ce6a78f4206 Mon Sep 17 00:00:00 2001
From: Wouter van Oortmerssen <wvo@google.com>
Date: Wed, 6 Jan 2016 16:51:00 -0800
Subject: [PATCH] Updated docs to point to benchmark source code location.

Change-Id: If4c8fac6a421ac6436cab0dd7a0ae822a32e90bf
---
 md__benchmarks.html | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/md__benchmarks.html b/md__benchmarks.html
index 3b8ec2cd..840b81f1 100644
--- a/md__benchmarks.html
+++ b/md__benchmarks.html
@@ -94,8 +94,10 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');});
 <li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li>
 <li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li>
 <li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li>
-<li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition). </li>
+<li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition).</li>
 </ul>
+<h3>Code for benchmarks</h3>
+<p>Code for these benchmarks sits in <code>benchmarks/</code> in git branch <code>benchmarks</code>. It sits in its own branch because it has submodule dependencies that the main project doesn't need, and the code standards do not meet those of the main project. Please read <code>benchmarks/cpp/README.txt</code> before working with the code. </p>
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