diff --git a/docs/introduction.md b/docs/introduction.md index e57d5751..c099485c 100644 --- a/docs/introduction.md +++ b/docs/introduction.md @@ -7,14 +7,16 @@ It started as [.NET](https://dotnet.microsoft.com) port of the first rollback ne SDK [GGPO](https://github.com/pond3r/ggpo) (_written in C++_) to be used in any game engine that uses [C#](https://dotnet.microsoft.com/en-us/languages/csharp), [F#](https://dotnet.microsoft.com/en-us/languages/fsharp) -or any [.NET](https://dotnet.microsoft.com) dialect as scripting language. Dispensing with the need to create native +or any [.NET](https://dotnet.microsoft.com) dialect as scripting +language ([Godot](https://godotengine.org/), [Monogame](https://monogame.net/), [Stride3D](https://www.stride3d.net), +etc). Dispensing with the need to create native builds and native binds to the _C++_ [GGPO](https://github.com/pond3r/ggpo) code. And also adding more options for [configuration](https://lucasteles.github.io/Backdash/api/Backdash.RollbackOptions.html) and [extensibility](https://lucasteles.github.io/Backdash/api/Backdash.SessionServices-2.html). -> 💡 This is not able to run on [Unity](https://unity.com/) until they +> 💡 This library is not able to run on [Unity](https://unity.com/) until they > finish [the CoreCLR port](https://blog.unity.com/engine-platform/porting-unity-to-coreclr). ## How Does It Work? diff --git a/src/Backdash/IRollbackHandler.cs b/src/Backdash/IRollbackHandler.cs index 3f66297b..07b39b5e 100644 --- a/src/Backdash/IRollbackHandler.cs +++ b/src/Backdash/IRollbackHandler.cs @@ -38,7 +38,7 @@ public interface IRollbackHandler where TState : notnull void LoadState(in Frame frame, in TState gameState); /// - /// Optionally clear the state in buffer before load. + /// Optionally clear the state in buffer before . /// void ClearState(ref TState gameState) {