Fix minor typos

This commit is contained in:
Yuri Chornoivan
2018-04-18 21:44:15 +03:00
parent 27e2782ccc
commit 11d534015d
30 changed files with 36 additions and 36 deletions

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@@ -13,7 +13,7 @@ responses). Many attempts were made to create a character controller
using the dynamics engines but it wasn't as easy as it seems. Godot
has one of the best implementations of dynamic character controller
you can find (as it can be seen in the 2d/platformer demo), but using
it requieres a considerable level of skill and understanding of
it requires a considerable level of skill and understanding of
physics engines (or a lot of patience with trial and error).
Some physics engines such as Havok seem to swear by dynamic character

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@@ -8,7 +8,7 @@ Introduction
Godot offers a number of collision objects to provide both collision detection
and response. Trying to decide which one to use for your project can be confusing.
You can avoid problems and simplify development if you understand how each each
You can avoid problems and simplify development if you understand how each of them
works and what their pros and cons are. In this tutorial, we'll look at the
:ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
of how it can be used.