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Fix typos
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@ -61,7 +61,7 @@ For details, see the [examples][examples] and the [docs][docs].
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* **Time Delta:** the time step to operate on. Game engines typically provide
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* **Time Delta:** the time step to operate on. Game engines typically provide
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a way to determine the time delta, however if that's not available you can
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a way to determine the time delta, however if that's not available you can
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simply set the framerate with the included `FPS(int)` utility function. Make
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simply set the framerate with the included `FPS(int)` utility function. Make
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the framerate you set here matches your actual framerate.
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sure the framerate you set here matches your actual framerate.
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* **Angular Velocity:** this translates roughly to the speed. Higher values are
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* **Angular Velocity:** this translates roughly to the speed. Higher values are
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faster.
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faster.
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* **Damping Ratio:** the springiness of the animation, generally between `0`
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* **Damping Ratio:** the springiness of the animation, generally between `0`
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@ -118,7 +118,7 @@ type Spring struct {
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// oscillation, or lack thereof. There are three categories of damping ratios:
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// oscillation, or lack thereof. There are three categories of damping ratios:
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//
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//
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// Damping ratio > 1: over-damped.
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// Damping ratio > 1: over-damped.
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// Damping ratio = 1: critlcally-damped.
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// Damping ratio = 1: critically-damped.
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// Damping ratio < 1: under-damped.
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// Damping ratio < 1: under-damped.
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//
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//
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// An over-damped spring will never oscillate, but reaches equilibrium at
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// An over-damped spring will never oscillate, but reaches equilibrium at
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