permacomputing

Source repository for the main permacomputing wiki site
git clone http://git.permacomputing.net/repos/permacomputing.git # read-only access
Log | Files | Refs

commit f13d9e6ed772ea4808980513a3f8bd068cc8634d
parent 47cb0e5537e63f158a5f335b87750535387576ea
Author: Ville-Matias Heikkila <viznut@low.fi>
Date:   Fri, 10 Nov 2023 11:39:50 +0200

fix typo

Diffstat:
Mgames.mdwn | 2+-
1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/games.mdwn b/games.mdwn @@ -29,7 +29,7 @@ In the [[non-digital]] world, a "game" is often more like an immaterial idea than a product (think about the variety of games that can be played with playing cards). The same approach can be applied to computer gaming as well: Tetris is not really a specific program/product, but a game that any -programmer can implement in a moderate amont of time. If the logic is +programmer can implement in a moderate amount of time. If the logic is defined strictly enough, the different implementations can be compatible in regards to scoring, competition and skill acquisition. The games that can be fully described as sets of rules have the longest potential lifespans.