From b369914cac0e3ed7a3d5c4c42ad0a1c38693537c Mon Sep 17 00:00:00 2001 From: Andrii Filiurskyi <112859467+filiurskyi@users.noreply.github.com> Date: Mon, 22 Apr 2024 05:06:52 +0200 Subject: [PATCH] Update README.md (#99) spelling upd --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 38979bd..0cca4de 100644 --- a/README.md +++ b/README.md @@ -65,7 +65,7 @@ Design * World Context Esper uses the concept of "World" contexts. When you first `import esper`, a default context is -active. You create Entities, assign Components, register Processesors, etc., by calling functions +active. You create Entities, assign Components, register Processors, etc., by calling functions on the `esper` module. Entities, Components and Processors can be created, assigned, or deleted while your game is running. A simple call to `esper.process()` is all that's needed for each iteration of your game loop. Advanced users can switch contexts, which can be useful for