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.
This commit is contained in:
Stephen Pratt 2014-05-02 09:07:05 -06:00
parent c93b11eafd
commit 085bbf2348

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///
/// <h2>Recast</h2>
///
/// `Recast` is state of the art navigation mesh construction toolset for
/// _Recast_ is state of the art navigation mesh construction toolset for
/// games.
///
/// - It is automatic, which means that you can throw any level
/// geometry at it and you will get robust mesh out.
/// geometry at it and you will get a robust mesh out.
/// - It is fast which means swift turnaround times for level designers.
/// - It is open source so it comes with full source and you can
/// customize it to your hearts content.
@ -16,12 +16,12 @@
/// The latest version can be found on
/// <a href="https://github.com/memononen/recastnavigation">GitHub</a>.
///
/// The `Recast` process starts with constructing a voxel mold from a level
/// The _Recast_ process starts with constructing a voxel mold from level
/// geometry and then casting a navigation mesh over it. The process
/// consists of three steps, building the voxel mold, partitioning the
/// mold into simple regions, peeling off the regions as simple polygons.
/// mold into simple regions, and peeling off the regions as simple polygons.
///
/// -# The voxel mold is build from the input triangle mesh by
/// -# The voxel mold is built from the input triangle mesh by
/// rasterizing the triangles into a multi-layer heightfield. Some
/// simple filters are then applied to the mold to prune out locations
/// where the character would not be able to move.
@ -36,11 +36,11 @@
///
/// <h2>Detour</h2>
///
/// `Recast` is accompanied by `Detour`, a path-finding and spatial reasoning
/// toolkit. You can use any navigation mesh with `Detour`, but of course
/// the data generated by `Recast` fits perfectly.
/// _Recast_ is accompanied by _Detour_, a path-finding and spatial reasoning
/// toolkit. You can use any navigation mesh with _Detour_, but of course
/// the data generated by _Recast_ fits perfectly.
///
/// `Detour` offers a simple static navigation mesh that is suitable for
/// _Detour_ offers a simple static navigation mesh that is suitable for
/// many simple cases, as well as a tiled navigation mesh that allows you
/// to add and remove pieces of the mesh. The tiled mesh allows you to
/// create systems where you stream new navigation data in and out as
@ -49,27 +49,27 @@
///
/// <h2>Recast Demo</h2>
///
/// You can find a comprehensive demo project in RecastDemo folder. It
/// You can find a comprehensive demo project in the `RecastDemo` folder. It
/// is a kitchen sink demo containing all the functionality of the library.
/// If you are new to `Recast` & `Detour`, check out
/// If you are new to _Recast_ & _Detour_, check out
/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
/// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
/// NavMeshTesterTool.cpp</a> to see how `Detour` can be used to find paths.
/// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths.
///
/// <h3>Building RecastDemo</h3>
///
/// RecastDemo uses <a href="http://industriousone.com/premake">premake4</a>
/// _RecastDemo_ uses <a href="http://industriousone.com/premake">premake4</a>
/// to build platform specific projects, now is good time to install it if
/// you don't have it already. To build _RecasDemo_, in your favourite terminal
/// you don't have it already. To build _RecastDemo_, in your favourite terminal
/// navigate into the `RecastDemo` folder, then:
///
/// - OS X: `premake4 xcode4`
/// - Windows: `premake4 vs2010`
/// - Linux: `premake4 gmake`
///
/// See the premake4 documentation for full list of supported build file types.
/// The projects will be created in `RecastDemo/Build` folder. After you have
/// See the _premake4_ documentation for full list of supported build file types.
/// The projects will be created in the `RecastDemo/Build` folder. After you have
/// compiled the project, the _RecastDemo_ executable will be located in
/// `RecastDemo/Bin` folder.
///
@ -78,8 +78,8 @@
/// It is recommended to add the source directories `DebugUtils`, `Detour`,
/// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
/// depending on which parts of the project you need. For example your
/// level building tool could include _DebugUtils_, _Recast_, and _Detour_,
/// and your game runtime could just include _Detour_.
/// level building tool could include `DebugUtils`, `Recast`, and `Detour`,
/// and your game runtime could just include `Detour`.
///
/// <h2>Discuss</h2>
///
@ -91,5 +91,5 @@
///
/// <h2>License</h2>
///
/// _Recast_ and _Detour_ is licensed under ZLib license.
/// _Recast Navigation_ is licensed under the ZLib license.
///