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Stephen Pratt
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Doc Home Page Spelling, Grammar, and Formatting
Updates to the home page file include: Fixes spelling error. Minor grammar fixes. (Added 'the', 'and', etc.) Standardizes formatting for the product and folder names.
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Docs/Conceptual/mainpage_c.txt

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///
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/// <h2>Recast</h2>
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///
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/// `Recast` is state of the art navigation mesh construction toolset for
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/// _Recast_ is state of the art navigation mesh construction toolset for
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/// games.
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///
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/// - It is automatic, which means that you can throw any level
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/// geometry at it and you will get robust mesh out.
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/// geometry at it and you will get a robust mesh out.
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/// - It is fast which means swift turnaround times for level designers.
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/// - It is open source so it comes with full source and you can
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/// customize it to your hearts content.
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///
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/// The latest version can be found on
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/// <a href="https://github.com/memononen/recastnavigation">GitHub</a>.
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///
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/// The `Recast` process starts with constructing a voxel mold from a level
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/// The _Recast_ process starts with constructing a voxel mold from level
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/// geometry and then casting a navigation mesh over it. The process
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/// consists of three steps, building the voxel mold, partitioning the
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/// mold into simple regions, peeling off the regions as simple polygons.
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/// mold into simple regions, and peeling off the regions as simple polygons.
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///
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/// -# The voxel mold is build from the input triangle mesh by
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/// -# The voxel mold is built from the input triangle mesh by
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/// rasterizing the triangles into a multi-layer heightfield. Some
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/// simple filters are then applied to the mold to prune out locations
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/// where the character would not be able to move.
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///
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/// <h2>Detour</h2>
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///
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/// `Recast` is accompanied by `Detour`, a path-finding and spatial reasoning
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/// toolkit. You can use any navigation mesh with `Detour`, but of course
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/// the data generated by `Recast` fits perfectly.
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/// _Recast_ is accompanied by _Detour_, a path-finding and spatial reasoning
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/// toolkit. You can use any navigation mesh with _Detour_, but of course
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/// the data generated by _Recast_ fits perfectly.
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///
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/// `Detour` offers a simple static navigation mesh that is suitable for
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/// _Detour_ offers a simple static navigation mesh that is suitable for
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/// many simple cases, as well as a tiled navigation mesh that allows you
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/// to add and remove pieces of the mesh. The tiled mesh allows you to
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/// create systems where you stream new navigation data in and out as
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///
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/// <h2>Recast Demo</h2>
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///
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/// You can find a comprehensive demo project in RecastDemo folder. It
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/// You can find a comprehensive demo project in the `RecastDemo` folder. It
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/// is a kitchen sink demo containing all the functionality of the library.
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/// If you are new to `Recast` & `Detour`, check out
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/// If you are new to _Recast_ & _Detour_, check out
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/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
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/// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
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/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
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/// NavMeshTesterTool.cpp</a> to see how `Detour` can be used to find paths.
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/// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths.
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///
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/// <h3>Building RecastDemo</h3>
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///
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/// RecastDemo uses <a href="http://industriousone.com/premake">premake4</a>
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/// _RecastDemo_ uses <a href="http://industriousone.com/premake">premake4</a>
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/// to build platform specific projects, now is good time to install it if
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/// you don't have it already. To build _RecasDemo_, in your favourite terminal
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/// you don't have it already. To build _RecastDemo_, in your favourite terminal
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/// navigate into the `RecastDemo` folder, then:
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///
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/// - OS X: `premake4 xcode4`
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/// - Windows: `premake4 vs2010`
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/// - Linux: `premake4 gmake`
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///
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/// See the premake4 documentation for full list of supported build file types.
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/// The projects will be created in `RecastDemo/Build` folder. After you have
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/// See the _premake4_ documentation for full list of supported build file types.
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/// The projects will be created in the `RecastDemo/Build` folder. After you have
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/// compiled the project, the _RecastDemo_ executable will be located in
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/// `RecastDemo/Bin` folder.
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///
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/// It is recommended to add the source directories `DebugUtils`, `Detour`,
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/// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
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/// depending on which parts of the project you need. For example your
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/// level building tool could include _DebugUtils_, _Recast_, and _Detour_,
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/// and your game runtime could just include _Detour_.
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/// level building tool could include `DebugUtils`, `Recast`, and `Detour`,
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/// and your game runtime could just include `Detour`.
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///
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/// <h2>Discuss</h2>
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///
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///
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/// <h2>License</h2>
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///
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/// _Recast_ and _Detour_ is licensed under ZLib license.
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/// _Recast Navigation_ is licensed under the ZLib license.
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///

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