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Fix typos
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stefanvanburen authored and muesli committed Sep 23, 2022
1 parent 5ae57d3 commit a53938c
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -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`
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2 changes: 1 addition & 1 deletion spring.go
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Expand Up @@ -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
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