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docs: blog typos (#3108)
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jyoung4242 authored Jun 22, 2024
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8 changes: 4 additions & 4 deletions site/blog/2024-6-16-cellular-automata/cellularautonoma.mdx
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Expand Up @@ -171,7 +171,7 @@ To note, this approach to the CA algorithm is for the sake of THIS article. Othe
tiles = applyCellularAutomataRules(tiles, 7, 7, 'walls', 3, 5);
```

With these rules in place, which can be modified and tailored to your liking, we can use them to determine the next interation of the grid by going tile by tile and setting the new grid's values based on each tile's neighbors.
With these rules in place, which can be modified and tailored to your liking, we can use them to determine the next iteration of the grid by going tile by tile and setting the new grid's values based on each tile's neighbors.

### Counting Walls

Expand Down Expand Up @@ -337,8 +337,8 @@ So you see how numbers start to collect together to create natural, organic look

[Link to Repo](https://github.com/jyoung4242/CA-itchdemo)

The demo simply consists of a 36x36 Tilemap of blue and white tiles. Blue tiles represent the walls, and white tiles represent the
floor tiles. There are two buttons, one that resets the simulation, and the other button triggers the CA algorithm and uses the Tilemap
The demo simply consists of a 36x36 tilemap of blue and white tiles. Blue tiles represent the walls, and white tiles represent the
floor tiles. There are two buttons, one that resets the simulation, and the other button triggers the CA algorithm and uses the tilemap
to demonstrate the results.

Also added to the demo is access to some of the variables that manipulate the simulation. We can now modify the behavior of the OOB
Expand Down Expand Up @@ -370,6 +370,6 @@ development. We covered the implementation of the steps to take to perform the s
walk through example of using the algorithm. Finally, we introduced a demo application hosted on itch, and shared the repository in
case one is interested in the implementation of it.

This algorithm is one of the easier to implement, as the steps are not that complicated either in congnitive depth or in mathematical
This algorithm is one of the easier to implement, as the steps are not that complicated either in cognitive depth or in mathematical
processing. It is one of my favorite simple tools that reach for especially for tilemap generation when I create levels. I urge you to
give it a try and see what you can generate for yourself!

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