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content/news/033/index.md

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@@ -91,7 +91,7 @@ working on at the next meetup on [May 14th][rust-meetup-time], fill out
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The 2nd Rust Graphics Meetup will take place on the [21st of May, at 16:00
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UTC+0][graphics-meetup-time]. This meetup is a chance to show off what you've
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been working on in the graphics community, or see what other people have doing!
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been working on in the graphics community, or see what other people have been doing!
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If you're interested in speaking, please fill out the
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[form][graphics-meetup-form]. You can also [watch one of the
@@ -106,7 +106,7 @@ talks][rend3-graphics-meetup-talk] from the first meetup.
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![arcade cabinet](arcade_cabinet.gif)
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[Carlo][carlosupina] is building a custom arcade cabinet that will be at
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RustConf 2022 in Portland. It is an opportunity for Rust gamedevs to share their
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RustConf 2022 in Portland. It is an opportunity for Rust game developers to share their
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games with the broader community. If you are interested in getting your game on
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the cabinet, read [this Twitter thread][arcade-cabinet-thread] and fill out the
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[interest form][arcade-interest-form].
@@ -130,7 +130,7 @@ Way of Rhea was recently [shown off at PAX East!][wor-pax] A
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- An issue that made the last puzzle in the third forest level difficult to
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navigate with a controller was worked around
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- Colliders in the Hermes puzzle were fixed (previously you cold land on top of
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- Colliders in the Hermes puzzle were fixed (previously you could land on top of
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a gate if you held left while sliding)
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- The attract mode that was used at PAX has been merged (not in demo)
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- More jungle biome scenery has been placed (not in demo)
@@ -165,7 +165,7 @@ It has been developed by a programming duo
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called LogLog Games.
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They have been working on it for the past year and it is
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their biggest game so far (they also have 2 smaller games).
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[BITGUN] is writen in Godot Engine but it is using
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[BITGUN] is written in Godot Engine but it is using
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Rust language extensively (it has around 7500 lines of Rust
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and 4200 lines of GDScript).
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@@ -303,7 +303,7 @@ Bevy 0.7 was a massive community effort. You can check out the
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- [Render to texture: cameras can now be configured to render to a texture instead of a window][bevy-render-texture]
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- [Flexible mesh vertex layouts in shaders][bevy-vertex]
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- [ECS improvements: Order systems using their names, Query::many_mut, use conflicting parameters in systems via ParamSets, WorldQuery derives][bevy-ecs]
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- [Documentation improvements: better examples, more doc tests and more coverage][bevy-docs]
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- [Documentation improvements: better examples, more doc tests, and more coverage][bevy-docs]
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- [More audio control: pause, volume, speed, and looping][bevy-audio]
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- [Power usage options to enable only updating Bevy Apps when input occurs][bevy-power]
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@@ -333,7 +333,7 @@ _Discussions:
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![dims foliage](dims.jpg)
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_Foliage rendering in Dims_
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Dims is an open world creation platform.
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Dims is an open-world creation platform.
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In their latest [dev log][dims-dev-log] they
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demonstrate a new foliage rendering and spawning system, which automatically
@@ -366,15 +366,15 @@ _Behavior Nodes of Eldiron_
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[Twitter](https://twitter.com/MarkusMoenig)) by [@markusmoenig](https://github.com/markusmoenig)
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is a creator for classic role playing games (RPGs) written in Rust.
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Eldiron v0.5 features inbuild tile maps, a node based behavior system
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Eldiron v0.5 features inbuild tilemaps, a node-based behavior system
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and region editors.
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Development Updates in April:
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- Support for 4 layers of tiles for game regions.
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This enables transparency and support for top-down and isometric views.
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- Game regions can now contain named areas.
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- Areas can contain behavior nodes to spawn monsters, lay traps or
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- Areas can contain behavior nodes to spawn monsters, lay traps, or
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displace tiles (for example to open a door).
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- New "Systems" module to create behavior for Combat and soon for Crafting,
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Magic and more. System behavior trees can be called from any character.
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### [Hotham][hotham]
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![Hotham Image](hotham.png)
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_Screenshot from The Station, an upcoming space station simulaton game, built
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_Screenshot from The Station, an upcoming space station simulation game, built
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with Hotham_
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[Hotham][hotham] is a game engine for standalone VR devices, trying to make VR
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[Game Development with Rust and WebAssembly][wasm-gamedev] by
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Eric Smith (a.k.a [@paytonrules][wasm-gamedev-twitter])
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was published in April. It takes a tutorial approach to leading the reader
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was published in April. It takes a tutorial approach to lead the reader
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through building an endless runner using Rust and WebAssembly. You can play
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the completed game [here][wasm-gamedev-game].
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@@ -450,7 +450,7 @@ _Discussions: [r/rust_gamedev][why-article]_
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![devlog logo](brontefy-me.jpg)
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@hedgein ([Github][hedgein-github], [Twitch][hedgein-twitch]) started a
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devlog series called Brontefy Me. This series walks through development
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devlog series called Brontefy Me. This series walks through the development
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of games in the [Bevy engine][bevy]. There are two episodes released so
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far. The [first episode][brontefy-me-episode-1] focuses on getting up
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and running with the engine, and the [second episode][brontefy-me-episode-2]

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