diff --git a/leitfaden.typ b/leitfaden.typ index 19af313c8c82437975ff59727e3488efd6a757f7..b60a74bac31040a672b7067df1004db29a99c333 100644 --- a/leitfaden.typ +++ b/leitfaden.typ @@ -105,7 +105,7 @@ how much it bounces (_bounciness_) or is affected by friction (_roughness_). A physics engine simulates in every frame the physical changes to all entities with physical components. It applies forces, moves objects, determines collisions, resolves collisions by calculating impulses, and sends collision events to the object's scripts. -Kinds of physics other than rigid body physics (f.e. soft body physics or fluid simulation) are more difficult to use games. +Kinds of physics other than rigid body physics (f.e. soft body physics or fluid simulation) are more difficult to use in games. In both Godot and Unity, colliders can be generated from arbitrary meshes. However, it is much more efficient to use one or multiple simple shapes (spheres, cubes, capsules or other built-in shapes) as colliders for your entities. @@ -290,5 +290,5 @@ The easiest way is with its #link("https://static.makehumancommunity.org/mpfb/do #wrap-content(link("https://creativecommons.org/licenses/by-sa/4.0/", image("/images/cc-by-sa.svg", width: 5em, fit: "stretch")))[ This document #{sym.copyright} 2024 by Lars Frost is licensed under the #link("https://creativecommons.org/licenses/by-sa/4.0/")[CC BY-SA 4.0]. You may redistribute it and/or modify it under the terms of the license. - All assets are used under license from their copyright holders. Their sources, where you can find author and license, are linked in the image or their caption. + All assets are used under license from their copyright holders. Their sources, where you can find author and license, are linked in the images or their caption. ]