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doc: fix typos and clarify some phrases
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Co-authored-by: Cirnos <[email protected]>
Co-authored-by: Intel A80486DX2-66 <[email protected]>
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2 people authored and Akaricchi committed Oct 27, 2024
1 parent c7d7bc4 commit ed37f0c
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7 changes: 4 additions & 3 deletions doc/ANIMATION_FORMAT.rst
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Expand Up @@ -8,8 +8,8 @@ The .ani file needs to specify the number of sprites using the ``@sprite_count``
attribute. Then different animation sequences can be defined.

Animation sequences are chains of sprites that can be replayed in-game. For
example Cirno can either fly normally or flex while flying. In order for the
game to understand which sprites need to be shown in what order and time delay
example, Cirno can either fly normally or flex while flying. In order for the
game to understand which sprites need to be shown in what order and time delay,
you need to define a sequence for every action.

To define the action *right* of the player flying to the left for example,
Expand All @@ -32,7 +32,8 @@ number like d5 in the example is a parameter:
**m0,m1**
set the absolute mirroring of the following frames.

All parameters are persistent within one sequence spec until you change them.
All parameters are persistent within one sequence specification until you change
them.

More examples:

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32 changes: 15 additions & 17 deletions doc/BUILD.rst
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Expand Up @@ -155,7 +155,7 @@ fundamental things like


You can use ``llvm-mingw`` too, or you can check if your distro has any
``mingw64`` cross-compiler toolchains available as well. That's is just the one
``mingw64`` cross-compiler toolchains available as well. That's just the one
that works for us.

Additionally, you can install `nsis <https://nsis.sourceforge.io/Main_Page>`__
Expand All @@ -166,17 +166,16 @@ On macOS, you're probably better off using Docker and the
`Docker container <https://hub.docker.com/r/mstorsjo/llvm-mingw/>`__ that
``llvm-mingw`` provides, and installing ``nsis`` on top of it.

Another options for Windows-based computers is leveraging Windows
10's
`Windows For Linux (WSL) Subsystem <https://docs.microsoft.com/en-us/windows/wsl/install-win10>`__
Another option for Windows-based computers is leveraging Windows 10's
`Windows Subsystem For Linux (WSL) Subsystem <https://docs.microsoft.com/en-us/windows/wsl/install-win10>`__
to cross-compile to Windows using their Ubuntu image. You can also potentially
use a ``mingw64`` toolchain directly on Windows, however that isn't supported
or recommended, as it's generally more trouble than its worth.

Build Options
-------------

This is *not* an exhaustive list. You can see the full list of option using
This is *not* an exhaustive list. You can see the full list of options using
``meson`` in the ``taisei`` directory.

.. code:: sh
Expand Down Expand Up @@ -295,10 +294,10 @@ Requires ``vfs_zip`` to be enabled as well.
ZIP Package Loading (``-Dvfs_zip``)
"""""""""""""""""""""""""""""""""""""

* Default: ``auto```
* Default: ``auto``
* Options: ``auto``, ``enabled``, ``disabled``

Controls whether or not Taisei can load game data (textures, shaders, etc) from
Controls whether Taisei can load game data (textures, shaders, etc.) from
``.zip`` files. Requires ``libzip``.

.. code:: sh
Expand Down Expand Up @@ -343,7 +342,7 @@ The name of this flag is opposite of what you'd expect. Think of it as "Not
Debugging". It controls the ``NDEBUG`` declaration which is responsible for
deactivating ``assert()`` macros.

Setting to ``false`` will *enable* assertions (i.e: good for debugging).
Setting to ``false`` will *enable* assertions (good for debugging).

Keep ``true`` during release.

Expand All @@ -363,10 +362,10 @@ Strict Compiler Warnings (``-Dwerror``)
This option forces stricter checks against Taisei's codebase to ensure code
health, treating all ``Warnings`` as ``Errors`` in the code.

It's highly recommended to **enable** (i.e: ``true``) this whenever developing
for the engine. Sometimes, it's overly-pedantic, but much of the time, it
provides useful advice. (For example, it can detect potential null-pointer
exceptions that may not be obvious to the human eye.)
It's highly recommended to **enable** this (i.e. set to ``true``) whenever
developing for the engine. Sometimes it's overly pedantic, but much of the
time it provides useful advice. For example, it can detect potential
pointer exceptions that may not be obvious to the human eye.

This is a Meson built-in option; see `Meson Manual <https://mesonbuild.com/Builtin-options.html>`__
for more information.
Expand Down Expand Up @@ -515,8 +514,8 @@ The chosen backend must not be disabled.
# for GL ES 3.0
meson configure build/ -Dr_default=gles30
You can switch the renderer using the ``--renderer`` flag on the ``taisei``
binary. (i.e: ``taisei --renderer gles30``).
You can switch the renderer using the ``--renderer`` flag with the ``taisei``
binary, like this: ``taisei --renderer gles30``.

Shader Transpiler (``-Dshader_transpiler``)
'''''''''''''''''''''''''''''''''''''''''''
Expand All @@ -542,10 +541,9 @@ ANGLE
Building ANGLE (Optional)
'''''''''''''''''''''''''
`ANGLE <https://github.com/google/angle>`__ is Google's graphics translation
layer, intended for for Chromium. Taisei packages it with Windows builds to
layer, intended for Chromium. Taisei packages it with Windows builds to
workaround some bugs and performance issues with many Windows OpenGL drivers,
and it can be optionally packaged as as an experimental Metal renderer for
macOS.
and it can be optionally packaged as an experimental Metal renderer for macOS.

You need to read
`this guide <https://github.com/google/angle/blob/master/doc/DevSetup.md>`__ and
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2 changes: 1 addition & 1 deletion doc/CONTROLLER.rst
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Expand Up @@ -66,5 +66,5 @@ and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
that other people can benefit from your work.

Also note that we currently only handle input from analog axes and
analog/digital buttons. Anything more exotic, such as hats, probably wont work
analog/digital buttons. Anything more exotic, such as hats, probably won't work
out of the box.
4 changes: 2 additions & 2 deletions doc/MATH.rst
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Expand Up @@ -75,8 +75,8 @@ involved to use but providing a few worthwhile advantages.
Simple Movement
^^^^^^^^^^^^^^^

Let's take a few concrete examples within Taisei's code. For let's look at a
piece of movement code for a fairy:
There are a few concrete examples within Taisei's code, so let's take a look at
one: a piece of movement code for a fairy.

.. code-block:: c
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