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author | David Thompson <dthompson@member.fsf.org> | 2013-09-24 21:08:01 -0400 |
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committer | David Thompson <dthompson@member.fsf.org> | 2013-09-24 21:08:01 -0400 |
commit | d1aa2c6314d1760f13c9db13150bfb0a2d3ef4c8 (patch) | |
tree | 48b3ea3a967c91f400596175a422f4c6714d5418 /doc | |
parent | f6e8ad222e936cb610c2917daf1a26ccce83fddd (diff) |
Fix typo.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/introduction.texi | 10 |
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. |