From f046551ddd595beb357327e770100549f3ac5150 Mon Sep 17 00:00:00 2001
From: Lars Frost <larsf@fsmpi.rwth-aachen.de>
Date: Thu, 4 Jul 2024 21:23:27 +0200
Subject: [PATCH] Fix typos

---
 leitfaden.typ | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/leitfaden.typ b/leitfaden.typ
index 19af313..b60a74b 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.
 ]
-- 
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