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2 changes: 1 addition & 1 deletion tutorials/3d/using_transforms.rst
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Expand Up @@ -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:

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2 changes: 1 addition & 1 deletion tutorials/best_practices/scene_organization.rst
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Expand Up @@ -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::
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2 changes: 1 addition & 1 deletion tutorials/networking/high_level_multiplayer.rst
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Expand Up @@ -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
----------------------------
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2 changes: 1 addition & 1 deletion tutorials/performance/gpu_optimization.rst
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Expand Up @@ -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
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