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Various grammar and spelling fixes
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@@ -34,7 +34,7 @@ This has some implications:
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Controlling the on / off behavior of 2D nodes therefore requires a little more
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thought and planning.
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- On the positive side, pivot behavior in the scene tree is perfectly preserved
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during interpolation in 2D, which gives super smooth behaviour.
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during interpolation in 2D, which gives super smooth behavior.
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Resetting physics interpolation
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-------------------------------
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@@ -60,7 +60,7 @@ Adapt the tick rate?
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~~~~~~~~~~~~~~~~~~~~
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Instead of designing the game at a fixed physics tick rate, we could allow the tick
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rate to scale according to the end users hardware. We could for example use a fixed
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rate to scale according to the end user's hardware. We could for example use a fixed
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tick rate that works for that hardware, or even vary the duration of each physics
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tick to match a particular frame duration.
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@@ -70,7 +70,7 @@ run in the ``_physics_process``) work best and most consistently when run at a
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that has been designed for 60 TPS (ticks per second) at e.g. 10 TPS, the physics
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will behave completely differently. Controls may be less responsive, collisions /
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trajectories can be completely different. You may test your game thoroughly at 60
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TPS, then find it breaks on end users machines when it runs at a different tick
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TPS, then find it breaks on end users' machines when it runs at a different tick
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rate.
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This can make quality assurance difficult with hard to reproduce bugs, especially
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