Use "low-level" and "high-level" instead of "low level" and "high level"

Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
This commit is contained in:
tetrapod00
2024-11-18 13:47:58 -08:00
co-authored by John Veness
parent e402984a8a
commit 93489bbefb
10 changed files with 23 additions and 17 deletions
+2 -2
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@@ -11,7 +11,7 @@ custom shaped object) and checking what it hits. This enables complex
behaviors, AI, etc. to take place. This tutorial will explain how to
do this in 2D and 3D.
Godot stores all the low level game information in servers, while the
Godot stores all the low-level game information in servers, while the
scene is only a frontend. As such, ray casting is generally a
lower-level task. For simple raycasts, nodes like
:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
@@ -24,7 +24,7 @@ so a way to do this by code must exist.
Space
-----
In the physics world, Godot stores all the low level collision and
In the physics world, Godot stores all the low-level collision and
physics information in a *space*. The current 2d space (for 2D Physics)
can be obtained by accessing
:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.