From c7f36b60a4dd4b24dd2ecc0adc1b2b8e74f2f7a2 Mon Sep 17 00:00:00 2001 From: Secret Panda <47739858+SecretPanda420@users.noreply.github.com> Date: Mon, 15 Jun 2020 22:26:22 +0530 Subject: [PATCH] Fix Stack Exchange reference name in the FPS tutorial (#3697) Co-authored-by: Hugo Locurcio --- tutorials/3d/fps_tutorial/part_one.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/3d/fps_tutorial/part_one.rst b/tutorials/3d/fps_tutorial/part_one.rst index 75edbd336..92f5ffc7f 100644 --- a/tutorials/3d/fps_tutorial/part_one.rst +++ b/tutorials/3d/fps_tutorial/part_one.rst @@ -518,7 +518,7 @@ The space in which an object's position is the origin of the universe. Because t of the origin can be at ``N`` many locations, the values derived from local space change with the position of the origin. -.. note:: This stack overflow question has a much better explanation of world space and local space. +.. note:: This question from Game Development Stack Exchange has a much better explanation of world space and local space. https://gamedev.stackexchange.com/questions/65783/what-are-world-space-and-eye-space-in-game-development (Local space and eye space are essentially the same thing in this context)