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diff --git a/docs/cubeengine.html b/docs/cubeengine.html index 68a2d7a2..b0638715 100644 --- a/docs/cubeengine.html +++ b/docs/cubeengine.html @@ -38,7 +38,7 @@ algorithm and frustrum culling. You can see the effect of this when you switch to edit mode (E), and then fly out above a map: you'll see parts of the map dropping away as you move. The remaining cubes are then rendered in their most efficient size (i.e. cube will render a mixture of 1x1 2x2 4x4 - etc. size cubes, depending on wether they have the same properties: height, texturing etc.). + etc. size cubes, depending on whether they have the same properties: height, texturing etc.).
If you are on a fast system, or you are playing a simple/small map, AssaultCube/Cube will simply render all @@ -89,7 +89,7 @@
If ping is high (either yours or someone you play with), some actions may appear lagged. The effect of ping is generally that the players in a game are effectively playing more - and more seperate games, as someone with a high ping is "playing in the past". The local + and more separate games, as someone with a high ping is "playing in the past". The local effects of this are masked out by client side movement & aim, but may become noticable across players: