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authorPetr Vaněk <arkamar@atlas.cz>2022-10-18 16:59:21 +0200
committerSam James <sam@gentoo.org>2022-10-20 04:52:00 +0100
commit958a6a497795dca8f372a6816e2afe5257597378 (patch)
tree9290afa7aa90b1cf9a2d9cf6eb3f6096b2ef6a10 /dev-games/mercator
parentdev-games/libnw: align longdescription opening and closing tags (diff)
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dev-games/mercator: align longdescription opening and closing tags
Signed-off-by: Petr Vaněk <arkamar@atlas.cz> Signed-off-by: Sam James <sam@gentoo.org>
Diffstat (limited to 'dev-games/mercator')
-rw-r--r--dev-games/mercator/metadata.xml28
1 files changed, 14 insertions, 14 deletions
diff --git a/dev-games/mercator/metadata.xml b/dev-games/mercator/metadata.xml
index 64e23c1385ec..3b546ae88d2d 100644
--- a/dev-games/mercator/metadata.xml
+++ b/dev-games/mercator/metadata.xml
@@ -6,22 +6,22 @@
<name>Gentoo Games Project</name>
</maintainer>
<longdescription lang="en">
-Mercator is primarily aimed at terrain for multiplayer online games and forms
-one of the WorldForge core libraries. It is intended to be used as a terrain
-library on the client, while a subset of features are useful on the server.
+ Mercator is primarily aimed at terrain for multiplayer online games and forms
+ one of the WorldForge core libraries. It is intended to be used as a terrain
+ library on the client, while a subset of features are useful on the server.
-Mercator is designed in such a way that individual tiles can be generated
-on-the-fly from a very small source data set. Each tile uses a fast
-deterministic random number generation to ensure that identical results are
-produced "anytime, anywhere". This enables transmission of terrain across low
-bandwidth links as part of the standard data stream, or server side collision
-detection with the same terrain that the player sees.
+ Mercator is designed in such a way that individual tiles can be generated
+ on-the-fly from a very small source data set. Each tile uses a fast
+ deterministic random number generation to ensure that identical results are
+ produced "anytime, anywhere". This enables transmission of terrain across low
+ bandwidth links as part of the standard data stream, or server side collision
+ detection with the same terrain that the player sees.
-The use of tiles means that there is inherently a large degree of gross control
-of the shape of the terrain. Finer control is implemented by allowing geometric
-modifications - for example, a polygonal area might be flattened, or a crater
-could be applied.
-</longdescription>
+ The use of tiles means that there is inherently a large degree of gross control
+ of the shape of the terrain. Finer control is implemented by allowing geometric
+ modifications - for example, a polygonal area might be flattened, or a crater
+ could be applied.
+ </longdescription>
<upstream>
<remote-id type="sourceforge">worldforge</remote-id>
</upstream>