diff --git a/tutorials/3d/using_transforms.rst b/tutorials/3d/using_transforms.rst index 52676753a9c..3d717617847 100644 --- a/tutorials/3d/using_transforms.rst +++ b/tutorials/3d/using_transforms.rst @@ -310,7 +310,7 @@ Setting information There are, of course, cases where you want to set information to a transform. Imagine a first person controller or orbiting camera. Those are definitely done using angles, because you *do want* the transforms to happen in a specific order. -For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and re-use them because the transform is not meant to be used this way. +For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and reuse them because the transform is not meant to be used this way. Example of looking around, FPS style: diff --git a/tutorials/best_practices/scene_organization.rst b/tutorials/best_practices/scene_organization.rst index e7c385280cc..d63859956ea 100644 --- a/tutorials/best_practices/scene_organization.rst +++ b/tutorials/best_practices/scene_organization.rst @@ -148,7 +148,7 @@ initialize it: GetNode(TargetPath); // Use parent-defined NodePath. These options hide the points of access from the child node. This in turn -keeps the child **loosely coupled** to its environment. One can re-use it +keeps the child **loosely coupled** to its environment. One can reuse it in another context without any extra changes to its API. .. note:: diff --git a/tutorials/networking/high_level_multiplayer.rst b/tutorials/networking/high_level_multiplayer.rst index e2b2979e33e..2c8f6afed20 100644 --- a/tutorials/networking/high_level_multiplayer.rst +++ b/tutorials/networking/high_level_multiplayer.rst @@ -251,7 +251,7 @@ Channels are also useful when used with the unreliable ordered transfer mode. Se cause packet loss, since packets which are slower to arrive are ignored. Separating them into multiple streams of homogeneous packets by using channels allows ordered transfer with little packet loss, and without the latency penalty caused by reliable mode. -The default channel with index 0 is actually three different channels - one for each tansfer mode. +The default channel with index 0 is actually three different channels - one for each transfer mode. Example lobby implementation ---------------------------- diff --git a/tutorials/performance/gpu_optimization.rst b/tutorials/performance/gpu_optimization.rst index 4ff4537316f..f516bacef42 100644 --- a/tutorials/performance/gpu_optimization.rst +++ b/tutorials/performance/gpu_optimization.rst @@ -90,7 +90,7 @@ possible. Godot's priorities are: scene, the faster the rendering will be. If a scene has a huge amount of objects (in the hundreds or thousands), try reusing the materials. In the worst case, use atlases to decrease the amount of texture changes. -- **Reusing Shaders:** If materials can't be reused, at least try to re-use +- **Reusing Shaders:** If materials can't be reused, at least try to reuse shaders. Note: shaders are automatically reused between StandardMaterial3Ds that share the same configuration (features that are enabled or disabled with a check box) even if they have different