src/assets/i18n/en.json aktualisiert
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"GAME_JAMS": {
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"GAME_JAMS": {
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"TITLE": "Rapid Prototyping & Game Jams",
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"TITLE": "Rapid Prototyping & Game Jams",
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"SHORT_DESCRIPTION": "Collection of innovative game concepts, created in under 48 hours.",
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"SHORT_DESCRIPTION": "Collection of innovative game concepts, created in under 48 hours.",
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"INTRODUCTION": "Participation in international competitions (e.g., Ludum Dare). The focus is on creating functional and fun prototypes under extreme time pressure.",
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"INTRODUCTION": "Participation in national competitions (e.g. BeansJam). The focus is on creating functional and fun prototypes under extreme time pressure.",
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"BULLET_1": "Focus on 'Core Game Loop' and fast feedback.",
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"BULLET_1": "Focus on 'Core Game Loop' and fast feedback.",
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"BULLET_2": "Collaborative development in small, agile teams.",
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"BULLET_2": "Collaborative development in small, agile teams.",
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"BULLET_3": "Effective time management and scope control.",
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"BULLET_3": "Effective time management and scope control.",
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"SHORT_DESCRIPTION": "Real-time collision detection for complex, flexible 3D objects.",
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"SHORT_DESCRIPTION": "Real-time collision detection for complex, flexible 3D objects.",
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"INTRODUCTION": "Research work in the field of computer graphics. Development of an algorithm for physically correct simulation of fabrics and clothing in real-time.",
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"INTRODUCTION": "Research work in the field of computer graphics. Development of an algorithm for physically correct simulation of fabrics and clothing in real-time.",
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"BULLET_1": "Mathematical modeling of mass-spring systems.",
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"BULLET_1": "Mathematical modeling of mass-spring systems.",
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"BULLET_2": "Low-level programming with C++, OpenGL, and shader code.",
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"BULLET_2": "Low-level programming with Java.",
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"BULLET_3": "Optimization through spatial data structures (AABB Trees, Bounding Spheres).",
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"BULLET_3": "Optimization through spatial data structures (AABB Trees, Bounding Spheres).",
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"BULLET_4": "Scientific evaluation of simulation precision.",
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"BULLET_4": "Scientific evaluation of simulation precision.",
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"CHALLENGE_1": "Handling 'self-collisions' in high-resolution meshes without performance loss.",
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"CHALLENGE_1": "Handling 'self-collisions' in high-resolution meshes without performance loss.",
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