mirror of
https://github.com/charmbracelet/harmonica.git
synced 2026-07-19 10:09:33 -06:00
Fix typos
This commit is contained in:
parent
5ae57d3f7a
commit
a53938cdc6
@ -61,7 +61,7 @@ For details, see the [examples][examples] and the [docs][docs].
|
||||
* **Time Delta:** the time step to operate on. Game engines typically provide
|
||||
a way to determine the time delta, however if that's not available you can
|
||||
simply set the framerate with the included `FPS(int)` utility function. Make
|
||||
the framerate you set here matches your actual framerate.
|
||||
sure the framerate you set here matches your actual framerate.
|
||||
* **Angular Velocity:** this translates roughly to the speed. Higher values are
|
||||
faster.
|
||||
* **Damping Ratio:** the springiness of the animation, generally between `0`
|
||||
|
||||
@ -118,7 +118,7 @@ type Spring struct {
|
||||
// oscillation, or lack thereof. There are three categories of damping ratios:
|
||||
//
|
||||
// Damping ratio > 1: over-damped.
|
||||
// Damping ratio = 1: critlcally-damped.
|
||||
// Damping ratio = 1: critically-damped.
|
||||
// Damping ratio < 1: under-damped.
|
||||
//
|
||||
// An over-damped spring will never oscillate, but reaches equilibrium at
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user