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fix(playground): resources are relative
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playground/getting-started/tutorial-1-introduction.md

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@@ -14,7 +14,7 @@ The `Referee` class must implement the methods `init` and `gameTurn`. The `Playe
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The entry point of the game is the class `SoloGameManager` or `MultiplayerGameManager` (corresponding to the type of game you are creating). This class calls the `Referee` on each turn, and sends data to the viewer.
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![Main classes](playground/resources/schema-sdk.svg)
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![Main classes](resources/schema-sdk.svg)
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# Resources
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playground/getting-started/tutorial-2-multiplayer.md

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@@ -67,7 +67,7 @@ The class to run is test/java/Main.java:
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This will launch a [web server](http://localhost:8888/) to serve a page with the viewer of the game.
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![Game Preview](playground/resources/testhtml.png)
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![Game Preview](resources/testhtml.png)
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Use this page to see the rendering of your game. It also allows you to export a zip archive of the game.
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playground/getting-started/tutorial-3-solo.md

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The class to run is test/java/Main.java. This will launch a [web server](http://localhost:8888/) to serve a page with the viewer of the game.
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![Game Preview](playground/resources/testhtml.png)
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![Game Preview](resources/testhtml.png)
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Use this page to see the rendering of your game. It also allows you to export a zip archive of the game.
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playground/getting-started/tutorial-4-opti.md

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@@ -10,7 +10,7 @@ As a Solo game, an Optimization game has test cases. Their purpose here is diffe
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Let's take the example of Fishy Adventures:
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![Game preview](playground/resources/optiviewer.png)
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![Game preview](resources/optiviewer.png)
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In the Solo version of this game, the purpose is to collect one egg. Here, there are several groups of eggs with values (the number of eggs in the group) and you cannot gather all of them. You will need to *optimize* the path you take to collect as many eggs as possible. See the [Optimization games features](playground/core-concepts/core-3-game-manager.md#optimization-game-features) for more details.
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playground/graphics/graphics-4-spritesheets.md

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For this example, we will use this spritesheet (taken from our [free to use assets repository](https://github.com/CodinGame/codingame-sdk-assets)):
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![Spritesheet](playground/resources/spritesheet.png)
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![Spritesheet](resources/spritesheet.png)
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- 12 images
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- 4 images per row

playground/graphics/graphics-6-advanced.md

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If your game uses tiles, you might experience some artifacts when resizing the viewer.
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![Artifacts](playground/resources/artifacts.png)
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![Artifacts](resources/artifacts.png)
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They appear due to rounding errors. These artifacts can be reduced thanks to `BufferedGroup`. Buffered groups work the same way as `Group`, but the viewer renders its children when they change into a dynamic texture before being displayed.
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**Warnings**

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