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content/news/036/index.md

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@@ -338,7 +338,7 @@ Fortress and Cube World.
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In July, Veloren released 0.13! You can [read the full blog post][veloren-0.13]
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that includes a trailer for the release party, and information about the new
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features in the release. This release party set a new record of most players on
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features in the release. This release party set a new record for most players on
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the server at once, going from 195 to now 277! This version brings modular
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weapons, real-time weather, cliff towns, cave biomes, level of detail trees, and
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much more.
@@ -370,8 +370,8 @@ _Moving around_
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[Agma] by [@TuckerBMorgan] is a 3D game built in the [Storm Engine] that is based
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on games like Lost Ark and Diablo. The author has been writing about their experience
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with changing how they approach working on personal projects [here].
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It is built using a custom UDP based networking stack, a custom ECS,
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and a custom skinned mesh renderer to maximize what the author could learn.
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It is built using a custom UDP-based networking stack, a custom ECS,
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and a custom-skinned mesh renderer to maximize what the author could learn.
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[Agma]: github.com/TuckerBMorgan/Agma
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[@TuckerBMorgan]: https://twitter.com/T_B_Morgan
@@ -388,7 +388,7 @@ about automation similar to Satisfactory or Factorio.
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This month's updates include:
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- [Audio support, a new space view, colonization of planets,
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inventory overlay and better notifications][cnc-log-0-8].
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inventory overlay, and better notifications][cnc-log-0-8].
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- [New textures for structures, info box, updated overlays and modles][cnc-log-0-9].
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[@I3ck]: https://github.com/I3ck
@@ -411,9 +411,9 @@ coding game "Life Code":
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> I will be creating the art and models in the game using Blender.
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>
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> This will be a coding game which means players will have to use languages
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> such as Python, Javascript, Rust, C++ and hopefully many more.
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> such as Python, Javascript, Rust, C++, and hopefully many more.
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> It will be possible to play even if you don't know how to code but the game
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> will try to guide you to use real code instead on predefined behavior sets.
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> will try to guide you to use real code instead of predefined behavior sets.
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> Follow my journey where I try to create an impossible solo indie game
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> with little to no game dev experience.
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@@ -516,7 +516,7 @@ is a Rust library that provides bindings for the Godot game engine.
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The last few months have been a bit quieter around godot-rust. A lot of this
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can be attributed to developers exploring the [GDExtension API][gd-gdext], the
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successor of GDNative for Godot 4. At this point, a lot of the foundation is
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still being built, however some more concrete plans are outlined in
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still being built, however, some more concrete plans are outlined in
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[#824][gd-824]. Further updates will be posted in that issue or on Twitter.
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Nevertheless, several improvements have been integrated to godot-rust since
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_WASM 3d CPU Rendering On a 2d Fantasy Console?_
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[Gamercade] ([Discord][Gamercade-Discord], [Github][Gamercade-Github])
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by @RobDavenport is a WASM powered fantasy console focused
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by @RobDavenport is a WASM-powered fantasy console focused
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on building multiplayer neo-retro games.
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After over half a year in development, Gamercade and related tools are ready
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![A screenshot from RuggRogue: a tiled view on a dungeon
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and a classic textual UI](ruggrogue.png)
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[@tung] has been working on simple web-playable roguelike [RuggRogue][ruggrogue]
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[@tung] has been working on a simple web-playable roguelike [RuggRogue][ruggrogue]
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inspired by the [Rust Roguelike Tutorial][rl-tut]
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and documented the source code structure in a guide:
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- Save/Restore state
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- Netplay!
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It's early days, but the key features are there and work is ongoing
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It's early days, but the key features are there, and work is ongoing
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to make it more mature!
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[nes-bundler]: https://github.com/tedsteen/nes-bundler
@@ -728,8 +728,8 @@ using rend3, wgpu, and egui. It follows the steps of applications like
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Houdini, or Blender's geometry nodes project and provides a node-based
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environment to compose procedural recipes to create 3d models.
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The focus for the past few months has been into evolving Blackjack from a proof
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of concept into a usable application. It's current status is not yet production
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The focus for the past few months has been on evolving Blackjack from a proof
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of concept into a usable application. Its current status is not yet production
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ready, but it can now be used to build complex procedural models editable inside
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a game engine thanks to its new engine integration system.
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@@ -934,7 +934,7 @@ This month [OpenGl 2.1/GLESv2][gl2pr] PR got merged, adding support for old
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android phones, virtual machines, and just old computers.
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While the PR itself is quite small, it solved a very old design issue:
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[compatibilities proposal][mqcompat]. Fixing this issue opened the door for
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both lower-end backends, like gl1, and higher-level backends. Metal being the
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both lower-end backends, like gl1, and higher-level backends. Metal is the
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next in line.
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[miniquad]: https://github.com/not-fl3/miniquad/
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- Loads geometry and meshes
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- Loads mesh attributes such as color
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- Loads default material diffuse textures, normal maps and emissive maps
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- Loads default material diffuse textures, normal maps, and emissive maps
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- Loads the custom Maya PBR materials, including all material textures
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- Load the scene tree and translate it to bevy's hierarchy
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[bonsai-bt] by [@Sollimann] is a Rust implementation of behavior trees.
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> A Behavior Tree (BT) is a data structure in which we can set the rules of how
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> certain behavior's can occur, and the order in which they would execute.
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> certain behaviors can occur and the order in which they would execute.
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> BTs are a very efficient way of creating complex systems that
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> are both modular and reactive.
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> These properties are crucial in many applications,
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### [shades] and [shades-edsl]
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![a sorce code that uses shades and a running app with the result:
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![a source code that uses shades and a running app with the result:
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a gradient from green to red](shades-edsl.png)
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[@phaazon] has published [a detailed article][shades-article] that introduces
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- [bevy_roguelike] is a project that implements reusable Bevy ECS
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systems and components for writing roguelike games.
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- Other library updates:
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- [wgpu v0.13 and naga v0.9][wgpu-13] bring newest WGSL spec support,
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improved presentation and pipelining, and lots of ther performance
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- [wgpu v0.13 and naga v0.9][wgpu-13] bring the newest WGSL spec support,
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improved presentation and pipelining, and lots of performance
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and correctness improvements. The devs also decided to make the DX12 backend
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default on Windows and are looking for testers.
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- [bevy_pancam] is a 2d-camera plugin for Bevy that works with orthographic cameras.

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