From cabf76f74dcbdc307d82a7103adebfbc90111510 Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Thu, 1 Feb 2018 02:51:55 +0100 Subject: [PATCH] Custom modules in CPP: Remove mention of Bullet Remove Bullet from list of external third-party libraries that may be interesting to write bindings for now that it's integrated, also correct PhysX spelling --- development/cpp/custom_modules_in_cpp.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/development/cpp/custom_modules_in_cpp.rst b/development/cpp/custom_modules_in_cpp.rst index dc14dad99..da2a0d744 100644 --- a/development/cpp/custom_modules_in_cpp.rst +++ b/development/cpp/custom_modules_in_cpp.rst @@ -25,7 +25,7 @@ While it's recommended that most of a game is written in scripting (as it is an enormous time saver), it's perfectly possible to use C++ instead. Adding C++ modules can be useful in the following scenarios: -- Binding an external library to Godot (like Bullet, Physx, FMOD, etc). +- Binding an external library to Godot (like PhysX, FMOD, etc). - Optimize critical parts of a game. - Adding new functionality to the engine and/or editor. - Porting an existing game.