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Fixed spelling mistakes.

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commit 2f77fbab70007621a2d4dd17ca6191c3c70fc984 1 parent c17c71b
@dgough dgough authored
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22 CHANGES.md
@@ -5,22 +5,22 @@
- CodeBlocks 10 IDE support for Linux.
- Gamepad controllers support for desktops.
- Touch gesture support for tap, swipe and pinch.
-- Vehicle phyics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
+- Vehicle physics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
- Adds new racer sample (sample06-racer).
- Adds gameplay-tests project as a test app for various basic engine features with some initial tests.
- Adds support for Scene files for wildcard identifiers.
- Adds Visual Studio Plug-in support for BlackBerry PlayBook and BlackBerry 10.
- Adds configurable multi-sampling anti-aliasing support.
- Adds updates to latest FBX SDK 2013.3.
-- Adds file formats documenation for game.config .scene, .material, .animation, .physics, .particle
+- Adds file formats documentation for game.config .scene, .material, .animation, .physics, .particle
- Adds Game/Platform::canExit for testing device capabilities to quit. (only ios)
- Web community forums at http://www.gameplay3d.org/forums.
- Changed keyTimes from unsigned long[] to unsigned int[]. (breaks compat. in AnimationTarget and Animation::Channel)
- Fixed inconsistencies from Bundle::getObjectID() to Bundle::getObjectId() (breaks compat. in Bundle)
- Fixes the texture coordinates of Mesh::createQuad(float x, float y, float width, float height).
-- Fixes line-wise distortion when loading RGB png's into texture that are non-power of two.
-- Fixes inconsitencies in createXXXX methods. (breaks compat. in Scene)
-- Fixes Rectanngle::contains.
+- Fixes line-wise distortion when loading RGB png's into textures that are non-power of two.
+- Fixes inconsistencies in createXXXX methods. (breaks compat. in Scene)
+- Fixes Rectangle::contains.
- Fixes Lua print logging.
- Fixes Lua errors to be treated as runtime warnings.
- Fixes setVertexData to pointers instead of constant data.
@@ -31,7 +31,7 @@
- Lua script bindings for all gameplay interfaces.
- Lua script binding generator tool (gameplay-luagen) for generating gameplay Lua bindings from doxygen xml output.
-- AIController, AIAgent, AIStateMachine, AIState and AIMessage clases for scripted AI support.
+- AIController, AIAgent, AIStateMachine, AIState and AIMessage classes for scripted AI support.
- Sample for sample05-lua to demonstrate basic Lua with AI scripting.
- Gamepad class with virtual gamepad support.
- Pre-built versions gameplay-encoder added to bin folder with TTF, DAE and FBX support built-in.
@@ -76,10 +76,10 @@
- BlackBerry 10 support.
- iOS 5.1 support.
- Android 2.3+ support.
-- User interface system with declaritive forms and themes.
+- User interface system with declarative forms and themes.
- Bluetooth keyboard/mouse support on BlackBerry platform.
- Developer guide.
-- Sample/turorial for sample03-character.
+- Sample/tutorial for sample03-character.
- Sample for sample04-particles to demonstrate particle emitters.
- Fixes for loading properties from URL.
- Fixes on Win32/MacOSX for when mouse pointer leaves the window and returns.
@@ -91,8 +91,8 @@
- FBX support in gameplay-encoder.
- MacOSX platform support using XCode.
-- Offscreen rendering functionality using FrameBuffer.
-- Loading 3D scences using declaritive .scene files.
+- Off-screen rendering functionality using FrameBuffer.
+- Loading 3D scenes using declarative .scene files.
- Loading audio from .ogg files using vorbis.
- Loading AudioSources from .audio files.
- Loading Animations from .animation files.
@@ -103,7 +103,7 @@
- Font improvements for justify, clip, wrap and scaling.
- Fixes for Font::drawText to use point size and not float scalar.
- Fixes for memory leaks in and fixes to AnimationTarget.
-- Fixes for bumped and paralax shaders.
+- Fixes for bumped and parallax shaders.
- Fixes to simplify folders for resources in samples.
- Fixes to the material/shader system.
- Fixes to the ParticleEmitter.
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2  README.md
@@ -16,7 +16,7 @@ An open-source, cross-platform 3D native C++ game framework making it easy to le
- Terrain and Water
- Asset Pipeline improvements
-## Licence
+## License
The project is open sourced under the Apache 2.0 license.
## Bug Reporting and Feature Requests
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2  gameplay-encoder/README.md
@@ -22,7 +22,7 @@ For more information goto "http://www.autodesk.com/fbx".
## Building gameplay-encoder
The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
-However, to build the gameplay-ecoder yourself just open either the
+However, to build the gameplay-encoder yourself just open either the
Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
XCode project "gameplay-encoder.xcodeproj" on MacOSX.
Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.
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4 gameplay-encoder/gameplay-bundle.txt
@@ -3,7 +3,7 @@ gameplay Bundle File Format (.gpb)
File Description
================
-A simple binary bundle file format supporting definition of primitve and builtin objects.
+A simple binary bundle file format supporting definition of primitive and built-in objects.
File Extension and Mime Type
============================
@@ -42,7 +42,7 @@ Xrefs
Xrefs are string with a specific format used for referencing objects internal and external to
a package. An xref with the format "#id" references an object within the current package with
the given ID. Xrefs can also have the format "file#id", where "file" is the name of package file
-(relative to the locaiton of the current package) and "id" is the unique identifier of an object
+(relative to the location of the current package) and "id" is the unique identifier of an object
in that bundle.
Primitives
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2  gameplay-samples/sample05-lua/src/LuaGame.h
@@ -15,7 +15,7 @@ class LuaGame: public Game
public:
/**
- * Constructror.
+ * Constructor.
*/
LuaGame();
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2  gameplay-samples/sample06-racer/src/RacerGame.h
@@ -13,7 +13,7 @@ class RacerGame: public Game, Control::Listener
public:
/**
- * Constructror.
+ * Constructor.
*/
RacerGame();
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2  gameplay/src/PhysicsVehicleWheel.h
@@ -326,7 +326,7 @@ class PhysicsVehicleWheel : public PhysicsCollisionObject
/**
* Traverse up the visual scene graph. Upon finding the first ancestor node with an
- * advertised descendant of collsion type VEHICLE, add this wheel onto the vehicle.
+ * advertised descendant of collision type VEHICLE, add this wheel onto the vehicle.
*/
// Note: Currently this method is silent on failure to find a host.
void findAncestorAndBind();
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