mitm001 5 yıl önce
ebeveyn
işleme
fbaf533350

+ 2 - 2
docs/modules/ROOT/pages/jme3/advanced/update_loop.adoc

@@ -4,7 +4,7 @@
 :keywords: basegame, control, input, init, keyinput, loop, states, state
 
 
-Extending your application from xref:tutorials:intermediate/simpleapplication.adoc[com.jme3.app.SimpleApplication] provides you with an update loop. This is where you implement your game logic (game mechanics).
+Extending your application from xref:tutorials:jme3/intermediate/simpleapplication.adoc[com.jme3.app.SimpleApplication] provides you with an update loop. This is where you implement your game logic (game mechanics).
 
 Some usage examples: Here you remote-control NPCs (computer controlled characters), generate game events, and respond to user input.
 
@@ -31,7 +31,7 @@ The jME window closes and the loop ends.
 
 == Usage
 
-In a trivial xref:tutorials:intermediate/simpleapplication.adoc[SimpleApplication] (such as a xref:tutorials:beginner.adoc[Hello World tutorial]), all code is either in the `simpleInitApp()` (initialization) or `simpleUpdate()` (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don't need to load the whole scene at once, and you don't need to run all conditionals tests all the time.
+In a trivial xref:jme3/intermediate/simpleapplication.adoc[SimpleApplication] (such as a xref:tutorials:beginner.adoc[Hello World tutorial]), all code is either in the `simpleInitApp()` (initialization) or `simpleUpdate()` (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don't need to load the whole scene at once, and you don't need to run all conditionals tests all the time.
 
 It's a best practice to modularize your game mechanics and spread out initialization and update loop code over several Java objects: