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Newsletter 10: Fix soem fmt inconsistencies
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content/posts/newsletter-010/index.md

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@@ -97,13 +97,13 @@ of 0.7, and what we wanted to achieve:
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> As a player, I want to get quests from NPCs in settlements. I want to be sent
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> to kill enemies, collect objects, or complete dungeons. I want to be sent from
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> village to village and become familiar with the region.
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>
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> I want to be able to open the map and get information where I need to go for a
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> quest. I want to be able to easily find where dungeons, villages, and other
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> points of interest are. I want to be able to open a trade window with NPCs in
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> villages, and buy and sell items. I want to be able to craft items with
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> ingredients that I have.
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>
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> I want to be able to see and hear more while in combat. I want to feel good
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> while doing combat. I want to see particle effects from magic, and hear swords
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> clashing together. I want to be able to add people to my combat party and
@@ -222,7 +222,7 @@ You can follow along for updates and release progress [here][updates].
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- Volumetric lights - lights now have configurable amount of light scattering
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in volume which significantly improves light quality.
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- Multi-camera rendering - can be used to make split-screen games, add
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- Multi-camera rendering - can be used to make split-screen games, add
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picture-in-picture features and so on.
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- Asynchronous resource loading
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- [Four new examples](https://github.com/mrDIMAS/rg3d/tree/master/examples)
@@ -262,18 +262,18 @@ features:
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Asset management library that aims to be easy to use, flexible, extensible
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and support virtually any use-case:
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* Need to load compund asset that pulls subassets without boilerplate on
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- Need to load compund asset that pulls subassets without boilerplate on
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call-site? All heavy-lifting for loading subassets can be done in `Format`
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implementation for the asset type.
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* Asset is made of GPU resources and access to graphics device is required to
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- Asset is made of GPU resources and access to graphics device is required to
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create asset instance? `Asset::build` receives reference to `Asset::Context`.
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* Targeting browser? `goods` support building for wasm
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- Targeting browser? `goods` support building for wasm
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and even bundle Fetch API based asset data source.
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* Target doesn't have `std`? Core types and traits are `no_std` compatible.
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- Target doesn't have `std`? Core types and traits are `no_std` compatible.
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But `alloc` is required.
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* Looking to keep things tidy and fast to build? Clean build of the crate
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- Looking to keep things tidy and fast to build? Clean build of the crate
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with no features takes about ~3s on modern CPU.
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* Integration with `serde` ecosystem? Special `Format` implementations can load
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- Integration with `serde` ecosystem? Special `Format` implementations can load
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assets whose representation implement `serde::de::DeserializeOwned`.
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Crate includes `Format`s for loading assets from JSON, YAML and RON docuemts.
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@@ -310,8 +310,10 @@ Their additional [May updates][mun-may] include:
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[Tetra] is a simple 2D game framework, inspired by XNA and Raylib. This month,
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[version 0.3.6 was released][tetra-036], featuring:
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- A new suite of functions for querying information about the player's connected monitors
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- Tweaks to the startup code, to ensure slow asset loading doesn't cause the window to hang
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- A new suite of functions for querying information
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about the player's connected monitors
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- Tweaks to the startup code, to ensure slow asset loading
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doesn't cause the window to hang
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- Several under the hood bug fixes
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Additionally, planning for 0.4 has begun, which will

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