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content/news/034/index.md

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@@ -186,10 +186,10 @@ Features:
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modernisation.
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[@flukejones][flukejones_twitter] has been very busy in the last 4 months completing
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many parts of ROOM4DOOM; rendering, subsystems for menus, statusbar, intermissions,
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many parts of ROOM4DOOM; rendering, subsystems for menus, status bar, intermissions,
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and of course the actual gameplay - you can now complete Doom 1 in ROOM4DOOM.
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A recent Twitter thread has been cleaned up and expanded in to a blog post providing
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A recent Twitter thread has been cleaned up and expanded into a blog post providing
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context to the project and a walk-through of the history.
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You can view that [here][room4doom_blog].
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@@ -234,7 +234,7 @@ A new [trailer][hgs_trailer] just landed showcasing new animations, the new
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Hong Kong location, and camera modes.
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Meanwhile, private beta-testing is well underway with good feedback regarding
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boat controls and physics, netcode and software stability, Rust for sure
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boat controls and physics, netcode, and software stability, Rust for sure
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delivered on all the promises here.
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The first set of Sailing rules has also been implemented and part of the
@@ -279,7 +279,7 @@ is over, you can still find the
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- More work was done on the [Jungle Biome visuals][wor-jungle]
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- Dynamic gradient overlays were added to the engine to give a sense of depth
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- Fixed bug where Nvidia drivers would incorrectly trigger the crash dump writer
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- Fixed a long running draw call sorting problem that could lead to popping
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- Fixed a long-running draw call sorting problem that could lead to popping
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- Fixed an audio failure when unplugging the active speaker
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[wor]: https://store.steampowered.com/app/1110620/Way_of_Rhea/?utm_campaign=tmirgd&utm_source=n34
@@ -297,9 +297,9 @@ _A glorious flight to distant lands_
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Fortress and Cube World.
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In May, work was done on Wyvern models. Smoke was improved from houses, and now
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has different colours and strenghts. A rib cage generator was added, so now
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has different colours and strengths. A rib cage generator was added, so now
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there are large bone structures from ancient times around the world. Level of
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detail objects were added, so trees can now be seen on far off mountains. This
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detail objects were added, so trees can now be seen on far-off mountains. This
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makes the world feel significantly more alive. A lot of work was done on the
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performance of the game server, as Veloren has been seeing over 100 concurrent
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players at peak on the server nearly every day for the past few weeks.
@@ -390,7 +390,7 @@ it hit version 0.25 which added a lot of new functionality:
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- Better serializer error recovery.
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- Tons of small improvements and fixes.
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Some time after, the engine hit version 0.26 which was primarily focused on bug fixing,
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Sometime after, the engine hit version 0.26 which was primarily focused on bug fixing,
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but also added some interesting features:
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- Project template generator.
@@ -421,7 +421,7 @@ the effort of removing all the `sapp` legacy.
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Changes include:
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- No more `sapp-*` crates. Now it's just one crate, miniquad!
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No mess with individual crates any more, no FFI for
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No mess with individual crates anymore, no FFI for
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miniquad - sapp communication.
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- On Linux, miniquad does not depend/statically link with lib*-dev packages.
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Miniquad can choose between glx/egl, x11/wayland at runtime.
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Some highlights from the project's [latest dev log][dims-post]:
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- [A terrain tool](https://youtube.com/watch?v=jgkhsY8aZO8) that allows
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quick landscapes creation while still making sure that the biomes
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quick landscape creation while still making sure that the biomes
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are unique and diverse.
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- [A tool to let creators script gameplay events][dims-video-1]
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without having ever done any programming.
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showing how to use custom WGSL shaders in Bevy.
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The series walks through the documentation to understand why steps are done in
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order to build a clear theoretical understanding of Bevy's high level abstractions.
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order to build a clear theoretical understanding of Bevy's high-level abstractions.
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- The first of the three videos covers the bare minimum needed
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to render a material;
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![Robocave screenshot](robocave.jpg)
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[This article][fsharp-rust-voxel] walks through the process of rewriting an F#
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game in Rust. It explores the similarities between the languages, and talks
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game in Rust. It explores the similarities between the languages and talks
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about using simple code constructs where possible. It talks about the Rust
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crates used to help with the process. Finally, it goes over a conclusion
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comparing the speed of both versions of the games, and the sizes of the
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In this episode, lots is discussed about
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why Rust is becoming a good language for game development,
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different game engines, is Rust web ready,
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insights on Rust game development, and Eric's writing process.
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different game engines, is Rust web-ready,
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insights on Rust game development, and Eric's writing process.
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[rustacean-station]: https://rustacean-station.org
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[rustacean-station-66]: https://rustacean-station.org/episode/066-eric-smith
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[![YouTube preview: title](gfs-youtube-preview.jpg)][gfs-video]
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[GamesFromScratch shared a YouTube video][gfs-video] with an overview of
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the most popular engines, frameworks and libraries for Rust game development,
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the most popular engines, frameworks, and libraries for Rust game development,
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including: Amethyst, Piston, Bevy, Fyrox, ggez, godot-rust, raylib, SDL2, and SFML.
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[gfs-video]: https://youtube.com/watch?v=mLXwR88Dzkc
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![Book cover with a MEAP mark](book-multiplayer.png)
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The ["Multiplayer Game Development in Rust"][book-multiplayer] book by
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[@Extrawurst] and [@lyonbeckers] is now aviable in Manning Early Access Program.
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[@Extrawurst] and [@lyonbeckers] is now available in Manning Early Access Program.
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> Multiplayer Game Development in Rust teaches you to construct
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> your own multiplayer game. You’ll build a simple game client,
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The plugin is in early stages but as of now supports:
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- Handling events at multiple points of your stage pipeleine.
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- Handling events at multiple points of your stage pipeline.
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- Sending events to specific, or all scripts.
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- Setting event priority to order your callbacks.
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- Defining custom state and API's at initialization.
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- Defining custom state and APIs at initialization.
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- Sending run-time error events (to for example show them in an in-game console).
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- One-shot scripts.
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