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authorDavid Thompson <dthompson@member.fsf.org>2013-09-24 21:08:01 -0400
committerDavid Thompson <dthompson@member.fsf.org>2013-09-24 21:08:01 -0400
commitd1aa2c6314d1760f13c9db13150bfb0a2d3ef4c8 (patch)
tree48b3ea3a967c91f400596175a422f4c6714d5418 /doc/introduction.texi
parentf6e8ad222e936cb610c2917daf1a26ccce83fddd (diff)
Fix typo.
Diffstat (limited to 'doc/introduction.texi')
-rw-r--r--doc/introduction.texi10
1 files changed, 5 insertions, 5 deletions
diff --git a/doc/introduction.texi b/doc/introduction.texi
index c833bf1..116ea8c 100644
--- a/doc/introduction.texi
+++ b/doc/introduction.texi
@@ -42,8 +42,8 @@ ideas into the Scheme world.
The game loop is so fundamental that it has to be discussed
immediately, so as to avoid any confusion about how it
operates. Guile-2D's game loop operates on a fixed-timestep of 1/60th
-of a second. Time is measured in frames rather in seconds to avoid the
-pitfalls of a variable time-based approach. Though the update rate is
-fixed, the frame-rate is not. Guile-2D will render at as high of a
-framerate as it can. Keyboard and mouse input is polled during every
-update and events are emitted to the relevant callbacks.
+of a second. Time is measured in frames rather than in seconds to
+avoid the pitfalls of a variable time-based approach. Though the
+update rate is fixed, the frame-rate is not. Guile-2D will render at
+as high of a framerate as it can. Keyboard and mouse input is polled
+during every update and events are emitted to the relevant callbacks.