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docs: add missing comma after "i.e." for clarity (#38905)
* docs: add missing comma after "i.e." for clarity * feat: add new linter configuration * - * revert * - * Update files/en-us/web/api/webgl_api/constants/index.md Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update files/en-us/web/api/webgl_api/constants/index.md Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update .markdownlint.jsonc Co-authored-by: Claas Augner <495429+caugner@users.noreply.github.com> * fix: format json * feat: commas for e.g. * chore: disable eslint rule * chore: disable eslint rule * Update files/en-us/mdn/writing_guidelines/writing_style_guide/index.md Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update files/en-us/mdn/writing_guidelines/writing_style_guide/index.md Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * - * Fix --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Claas Augner <495429+caugner@users.noreply.github.com> Co-authored-by: Joshua Chen <sidachen2003@gmail.com>
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.markdownlint.jsonc

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"searchPattern": "/^ *> !?\\[!?((?!NOTE)[Nn][Oo][Tt][Ee]|(?!WARNING)[Ww][Aa][Rr][Nn][Ii][Nn][Gg]|(?!CALLOUT)[Cc][Aa][Ll][Ll][Oo][Uu][Tt])\\]\\n|^ *> (?!\\[!)!?\\[!?(NOTE|WARNING|CALLOUT)\\]\\n/gm",
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"searchScope": "text",
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},
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{
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"name": "comma-after-ie",
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"message": "Add comma after 'i.e.'",
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"searchPattern": "/\\bi\\.e\\. /g",
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"replace": "i.e., ",
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"searchScope": "text",
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},
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{
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"name": "comma-after-eg",
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"message": "Add comma after 'e.g.'",
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"searchPattern": "/\\be\\.g\\. /g",
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"replace": "e.g., ",
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"searchScope": "text",
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},
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],
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},
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}

CONTRIBUTING.md

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To use `yarn content move`, provide the slug of the document you'd like to move (e.g., `Learn/Accessibility`), and the slug of its new location (e.g., `Learn/A11y`).
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The locale of the existing document can be provided as an optional third argument (this defaults to `en-US`). For other locales,
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`CONTENT_TRANSLATED_ROOT` has to be set correctly in your environment.
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If the document you'd like to move contains child documents (i.e. it represents a document tree), the `yarn content move` command will move the entire tree.
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If the document you'd like to move contains child documents (i.e., it represents a document tree), the `yarn content move` command will move the entire tree.
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Let's say you want to move the entire `/en-US/Learn/Accessibility` tree to `/en-US/Learn/A11y`, you can do so as follows:
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REVIEWING.md

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1. Different MDN staff members and volunteers have been assigned as "topic
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review owners", meaning that when a pull request comes in related to a
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particular topic area of the site (e.g. the CSS reference, or the learning
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particular topic area of the site (e.g., the CSS reference, or the learning
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area), it will be assigned to that area's topic review owner(s) and they
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will receive an email notification asking for a review. This is being
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handled using a [CODEOWNERS](https://github.com/mdn/content/blob/main/.github/CODEOWNERS)

files/en-us/games/index.md

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## Port native games to the Web
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If you are a native developer (for example writing games in C++), and you are interested in how you can port your games over to the Web, you should learn more about our [Emscripten](https://emscripten.org/index.html) tool — this is an LLVM to JavaScript compiler, which takes LLVM bytecode (e.g. generated from C/C++ using Clang, or from another language) and compiles that into [asm.js](/en-US/docs/Games/Tools/asm.js), which can be run on the Web.
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If you are a native developer (for example writing games in C++), and you are interested in how you can port your games over to the Web, you should learn more about our [Emscripten](https://emscripten.org/index.html) tool — this is an LLVM to JavaScript compiler, which takes LLVM bytecode (e.g., generated from C/C++ using Clang, or from another language) and compiles that into [asm.js](/en-US/docs/Games/Tools/asm.js), which can be run on the Web.
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To get started, see:
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files/en-us/games/publishing_games/game_distribution/index.md

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The vast majority of the traffic we are interested in — people playing HTML games — comes from mobile devices so that's something you will have to focus on if you truly want to succeed. Mobile devices are where HTML technology can truly shine and show its advantages. There's no Flash, and HTML is fully multiplatform.
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Trying to compete with desktop games directly is very difficult. You can put your HTML games into the same arena (see [Native desktop](#native_desktop), later on) and you should because it's good to diversify the platforms you support, but you have to remember that developers creating desktop games have years of experience, great tools and stable distribution channels. Many HTML games will target different market segments than native desktop games, e.g. simple time killer games to be played while on the move rather than huge immersive experiences. Such games are often designed to be played with two, or even one finger, so you can hold the device, play the game and be able to use the second hand for whatever you currently need.
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Trying to compete with desktop games directly is very difficult. You can put your HTML games into the same arena (see [Native desktop](#native_desktop), later on) and you should because it's good to diversify the platforms you support, but you have to remember that developers creating desktop games have years of experience, great tools and stable distribution channels. Many HTML games will target different market segments than native desktop games, e.g., simple time killer games to be played while on the move rather than huge immersive experiences. Such games are often designed to be played with two, or even one finger, so you can hold the device, play the game and be able to use the second hand for whatever you currently need.
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Saying this, desktop platforms can be used for distribution quite easily with the availability of wrappers that can help you prepare native builds of your game see [Packaging games](#packaging_games). It's also nice to provide desktop controls for your games even if you're mostly targeting mobile. Players are enjoying your games on any platform available, and desktop is one of them. Plus, it is usually easier to build and test the game first on desktop, and then move on to debugging mobile.
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files/en-us/games/techniques/2d_collision_detection/index.md

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{{GamesSidebar}}
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Algorithms to detect collision in 2D games depend on the type of shapes that can collide (e.g. Rectangle to Rectangle, Rectangle to Circle, Circle to Circle). Generally you will have a simple generic shape that covers the entity known as a "hitbox" so even though collision may not be pixel perfect, it will look good enough and be performant across multiple entities. This article provides a review of the most common techniques used to provide collision detection in 2D games.
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Algorithms to detect collision in 2D games depend on the type of shapes that can collide (e.g., Rectangle to Rectangle, Rectangle to Circle, Circle to Circle). Generally you will have a simple generic shape that covers the entity known as a "hitbox" so even though collision may not be pixel perfect, it will look good enough and be performant across multiple entities. This article provides a review of the most common techniques used to provide collision detection in 2D games.
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## Axis-Aligned Bounding Box
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files/en-us/games/techniques/3d_collision_detection/index.md

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## Bounding spheres
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Using bounding spheres to detect collisions is a bit more complex than AABB, but still fairly quick to test. The main advantage of spheres is that they are invariant to rotation, so if the wrapped entity rotates, the bounding sphere would still be the same. Their main disadvantage is that unless the entity they are wrapping is actually spherical, the wrapping is usually not a good fit (i.e. wrapping a person with a bounding sphere will cause a lot of false positives, whereas an AABB would be a better match).
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Using bounding spheres to detect collisions is a bit more complex than AABB, but still fairly quick to test. The main advantage of spheres is that they are invariant to rotation, so if the wrapped entity rotates, the bounding sphere would still be the same. Their main disadvantage is that unless the entity they are wrapping is actually spherical, the wrapping is usually not a good fit (i.e., wrapping a person with a bounding sphere will cause a lot of false positives, whereas an AABB would be a better match).
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### Point vs. sphere
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files/en-us/games/techniques/3d_on_the_web/building_up_a_basic_demo_with_a-frame/index.md

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It contains a few parameters already defined: `color`, `position` and `rotation` — these are fairly obvious, and define the base color of the cube, the position inside the 3D scene, and the rotation of the cube.
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The distance values (e.g. for the cube y position) are unitless, and can basically be anything you deem suitable for your scene — millimeters, meters, feet, or miles — it's up to you.
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The distance values (e.g., for the cube y position) are unitless, and can basically be anything you deem suitable for your scene — millimeters, meters, feet, or miles — it's up to you.
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### Adding a background: Sky box
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files/en-us/games/techniques/3d_on_the_web/building_up_a_basic_demo_with_three.js/index.md

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- The `z` position, with the value of 50 units, is the distance between the camera and the center of the scene on the `z` axis. Here we're moving the camera back, so the objects in the scene can be viewed. 50 feels about right. It's not too near, or too far, and the sizes of the objects allow them to stay on the scene, within the given field of view. The `x` and `y` values, if not specified, will default to 0.
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You should experiment with these values and see how they change what you see in the scene.
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The distance values (e.g. for the camera z position) are unitless, and can be anything you deem suitable for your scene: millimeters, meters, feet, or miles. It's up to you.
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The distance values (e.g., for the camera z position) are unitless, and can be anything you deem suitable for your scene: millimeters, meters, feet, or miles. It's up to you.
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## Rendering the scene
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files/en-us/games/techniques/control_mechanisms/desktop_with_gamepad/index.md

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## API status, browser and hardware support
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The [Gamepad API](/en-US/docs/Web/API/Gamepad_API) is still in Working Draft status, although browser support is already quite good — around 63% global coverage, according to [caniuse.com](https://caniuse.com/#search=gamepad). The list of supported devices is also quite extensive — most popular gamepads (e.g. XBox 360 or PS3) should be suitable for web implementations.
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The [Gamepad API](/en-US/docs/Web/API/Gamepad_API) is still in Working Draft status, although browser support is already quite good — around 63% global coverage, according to [caniuse.com](https://caniuse.com/#search=gamepad). The list of supported devices is also quite extensive — most popular gamepads (e.g., XBox 360 or PS3) should be suitable for web implementations.
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> Please remember that different devices may have different key mappings, i.e., the D-Pad Right button have an index of 3 on the wireless XBox 360, but may have a different one on another device.
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