From e96eaca1ead1c7fcb92ff921c1dca5d87f3a0e50 Mon Sep 17 00:00:00 2001 From: Julian Murgia Date: Wed, 17 Feb 2016 08:21:58 +0100 Subject: [PATCH] removed stripped text --- tutorials/step_by_step/instancing_continued.rst | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/tutorials/step_by_step/instancing_continued.rst b/tutorials/step_by_step/instancing_continued.rst index 64357570a..94babe522 100644 --- a/tutorials/step_by_step/instancing_continued.rst +++ b/tutorials/step_by_step/instancing_continued.rst @@ -37,8 +37,7 @@ of game. Just write down the elements that come to mind, and then the arrows that represent ownership. Once this diagram exists, making a game is about creating a scene for -each of those nodes, and use instancing (either by code [STRIKEOUT:more -of that later] or from the editor) to represent ownership. +each of those nodes, and use instancing (either by code or from the editor) to represent ownership. Most of the time programming games (or software in general) is spent designing an architecture and fitting game components to that