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mitm001 5 жил өмнө
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docs/modules/core/pages/app/multithreading.adoc

@@ -29,7 +29,7 @@ This example does not fetch the returned value by calling `get()` on the Future
 If the processing thread needs to wait or needs the return value then `get()` or the other methods in the returned Future object such as `isDone()` can be used.
 ====
 
-First, make sure you know what xref:app/state/application_states.adoc[Application States] and <<jme3/advanced/custom_controls#,Custom Controls>> are.
+First, make sure you know what xref:app/state/application_states.adoc[Application States] and xref:scene/control/custom_controls.adoc[Custom Controls] are.
 
 More complex games may feature complex mathematical operations or artificial intelligence calculations (such as path finding for several NPCs). If you make many time-intensive calls on the same thread (in the update loop), they will block one another, and thus slow down the game to a degree that makes it unplayable. If your game requires long running tasks, you should run them concurrently on separate threads, which speeds up the application considerably.
 

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docs/modules/core/pages/app/state/application_states.adoc

@@ -1,14 +1,9 @@
 = Application States
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/24
 
 
-The `com.jme3.app.state.AppState` class is a customizable jME3 interface that allows you to control the global game logic, the overall game mechanics. (To control the behaviour of a Spatial, see <<jme3/advanced/custom_controls#,Custom Controls>> instead. Controls and AppStates can be used together.)
+The `com.jme3.app.state.AppState` class is a customizable jME3 interface that allows you to control the global game logic, the overall game mechanics. (To control the behaviour of a Spatial, see xref:scene/control/custom_controls.adoc[Custom Controls] instead. Controls and AppStates can be used together.)
 
 
 == Overview

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docs/modules/core/pages/scene/control/custom_controls.adoc

@@ -32,7 +32,7 @@ To implement game logic for a type of spatial, you will either extend AbstractCo
 
 == Usage
 
-Use <<jme3/advanced/custom_controls#,Controls>> to implement the _behaviour of types of game entities_.
+Use xref:scene/control/custom_controls.adoc[Controls] to implement the _behaviour of types of game entities_.
 
 *  Use Controls to add a type of behaviour (that is, methods and fields) to individual Spatials.
 *  Each Control has its own `update()` loop that hooks into `simpleUpdate()`. Use Controls to move blocks of code out of the `simpleUpdate()` loop.

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docs/modules/networking/pages/monkey_zone.adoc

@@ -52,7 +52,7 @@ The gameplay is largely controlled by the ServerGameManager which does gameplay
 
 === Use of Controls
 
-<<jme3/advanced/custom_controls#,Controls>> are used extensively in MonkeyZone for many aspects of the game. When a player enters an entity, the Spatials Controls are configured based on the player that enters. For example when the human user enters an entity, Controls that update the user interface (DefaultHUDControl) or user input (UserInputControl) are added to the current entity Spatial.
+xref:core:scene/control/custom_controls.adoc[Controls] are used extensively in MonkeyZone for many aspects of the game. When a player enters an entity, the Spatials Controls are configured based on the player that enters. For example when the human user enters an entity, Controls that update the user interface (DefaultHUDControl) or user input (UserInputControl) are added to the current entity Spatial.
 
 
 ==== ...As entity capabilities