diff --git a/README.md b/README.md index a53268f..396b7a0 100644 --- a/README.md +++ b/README.md @@ -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` diff --git a/spring.go b/spring.go index e06d7e5..5b6fb82 100644 --- a/spring.go +++ b/spring.go @@ -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