Agreed, that sentence tripped me up for a sec too when I first read it.
Fixed.


On Sun, Oct 6, 2013 at 10:45 AM, Kevin Nash <notifications@github.com>wrote:

> In README.md:
>
> > @@ -29,7 +40,27 @@ We use two main coordinates systems in the code:
> >  In map generation and geometry code, which is particularly concerned with the existence of chunks, you may also see the following coordinate systems used:
> >  - **cc**: Chunk coordinates. Essentially `floor(bc / 32)`. Gives the coordinate of a chunk, relative to other chunks. Multiply by 32 to get the position of the chunk in 3d space.
> >  - **oc**: Offset coordinates. Like block coordinates, but refer to a block at a specified offset *within* a chunk, rather than just within the world. Used mostly just in map generation and geometry code. All components should be in the range [0...31].
> > -- **pc**: Plane coordinates. Like offset coordinates, but have a rotated frame of reference. This allows the code which creates different faces to be the same. In this model z is perpendicular to the face. compX, compY, etc refer to the mapping from pc to bc (compX = 1, means pcX represents bcY)
> > +- **pc**: Plane coordinates. Like offset coordinates, but have a rotated frame of reference. This allows the code which creates different faces to be the same. In this model z is perpendicular to the face. compX, compY, etc refer to the mapping from pc to bc (compX = 1, means pcX represents bc
> > +
> > +Lag hiding
> > +----------
> > +In order to make the game playable with 100s of milliseconds of lag we apply multiple algorithms to reduce the appearance of lag. You might find [this article by Valve](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) to be helpful if you are interested in this.
>
> Ambiguous, "100s" can be read 100 seconds of milliseconds of lag. Please
> change to hundreds.
>
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> Reply to this email directly or view it on GitHub<https://github.com/crazy2be/buildblast/pull/126/files#r6787476>
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>