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Updates nuspec
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CollisionGrid/CollisionGrid.nuspec

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<iconUrl>https://github.com/UnterrainerInformatik/collisiongrid/raw/master/icon.png</iconUrl>
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<projectUrl>https://github.com/UnterrainerInformatik/collisiongrid</projectUrl>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<description>Narrow down collision candidates in a 2D environment by using a fixed-size grid.</description>
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<description>
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When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it.
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The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow.
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So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five...
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This is a PCL, so you should be able to use it in any of your MG projects.
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</description>
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<summary>
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When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it.
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The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow.
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So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five...
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Narrow down collision candidates in a 2D environment by using a fixed-size grid.
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</summary>
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<releaseNotes></releaseNotes>
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<copyright>Copyright 2016</copyright>

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