Various grammar and spelling fixes

This commit is contained in:
A Thousand Ships
2025-06-23 16:37:26 +02:00
parent b2de954be7
commit 92cd36b50e
49 changed files with 84 additions and 84 deletions

View File

@@ -34,7 +34,7 @@ This has some implications:
Controlling the on / off behavior of 2D nodes therefore requires a little more
thought and planning.
- On the positive side, pivot behavior in the scene tree is perfectly preserved
during interpolation in 2D, which gives super smooth behaviour.
during interpolation in 2D, which gives super smooth behavior.
Resetting physics interpolation
-------------------------------

View File

@@ -60,7 +60,7 @@ Adapt the tick rate?
~~~~~~~~~~~~~~~~~~~~
Instead of designing the game at a fixed physics tick rate, we could allow the tick
rate to scale according to the end users hardware. We could for example use a fixed
rate to scale according to the end user's hardware. We could for example use a fixed
tick rate that works for that hardware, or even vary the duration of each physics
tick to match a particular frame duration.
@@ -70,7 +70,7 @@ run in the ``_physics_process``) work best and most consistently when run at a
that has been designed for 60 TPS (ticks per second) at e.g. 10 TPS, the physics
will behave completely differently. Controls may be less responsive, collisions /
trajectories can be completely different. You may test your game thoroughly at 60
TPS, then find it breaks on end users machines when it runs at a different tick
TPS, then find it breaks on end users' machines when it runs at a different tick
rate.
This can make quality assurance difficult with hard to reproduce bugs, especially