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Restore original meaning of a sentence in kinematic_character_2d, tweaks

Nathan Lovato 5 роки тому
батько
коміт
f4bd3e6c28
1 змінених файлів з 8 додано та 8 видалено
  1. 8 8
      tutorials/physics/kinematic_character_2d.rst

+ 8 - 8
tutorials/physics/kinematic_character_2d.rst

@@ -23,21 +23,21 @@ promote the kinematic one.
 So, what is the difference?:
 So, what is the difference?:
 
 
 -  A **dynamic character controller** uses a rigid body with an infinite
 -  A **dynamic character controller** uses a rigid body with an infinite
-   inertia tensor. Basically, it's a rigid body that can't rotate.
-   Physics engines always let objects collide, then solve their
+   inertia tensor. It's a rigid body that can't rotate.
+   Physics engines always let objects move and collide, then solve their
    collisions all together. This makes dynamic character controllers
    collisions all together. This makes dynamic character controllers
-   able to interact with other physics objects seamlessly (as seen in
-   the platformer demo), however these interactions are not always
-   predictable. Collisions can also take more than one frame to be
+   able to interact with other physics objects seamlessly, as seen in
+   the platformer demo. However, these interactions are not always
+   predictable. Collisions can take more than one frame to be
    solved, so a few collisions may seem to displace a tiny bit. Those
    solved, so a few collisions may seem to displace a tiny bit. Those
    problems can be fixed, but require a certain amount of skill.
    problems can be fixed, but require a certain amount of skill.
 -  A **kinematic character controller** is assumed to always begin in a
 -  A **kinematic character controller** is assumed to always begin in a
    non-colliding state, and will always move to a non-colliding state.
    non-colliding state, and will always move to a non-colliding state.
-   If it enters a colliding state, it will try to free itself (like
-   rigid bodies do), but this is the exception, not the rule. This makes
+   If it starts in a colliding state, it will try to free itself like
+   rigid bodies do, but this is the exception, not the rule. This makes
    their control and motion a lot more predictable and easier to
    their control and motion a lot more predictable and easier to
    program. However, as a downside, they can't directly interact with
    program. However, as a downside, they can't directly interact with
-   other physics objects (unless done by hand in code).
+   other physics objects, unless done by hand in code.
 
 
 This short tutorial will focus on the kinematic character controller.
 This short tutorial will focus on the kinematic character controller.
 Basically, the old-school way of handling collisions (which is not
 Basically, the old-school way of handling collisions (which is not