From 6dcc46909c651de6629c65a45fa01f8c25db2eb5 Mon Sep 17 00:00:00 2001
From: "dyddnrdl3@naver.com" <dyddnrdl3@naver.com>
Date: Sun, 26 Dec 2021 17:00:40 +0900
Subject: [PATCH] proto for en

---
 README.md           |  5 +++++
 lifecycle/README.md | 15 +++++++++++++++
 physics/README.md   |  2 +-
 3 files changed, 21 insertions(+), 1 deletion(-)

diff --git a/README.md b/README.md
index 4cfc353..d4539bc 100644
--- a/README.md
+++ b/README.md
@@ -10,6 +10,11 @@ However, if you want to make game in modile environment not using mobile web bro
  <strong>Phaser API docs</strong>: https://photonstorm.github.io/phaser3-docs/index.html <br/>
  <strong>Phaser Examples</strong>: https://phaser.io/examples <br/>
 <br/>
+# Why Phaser?
+You many wonder why i talk about **Phaser** instead of **Unity** or other game engines. Here are some reasons why people use Phaser.<br>
+* Using Phaser, you can make single game working on both Desktop and Mobile easily<br/>
+* This is Open Source Framework so you can use it freely and contribute to **[Phaser GitHub](https://github.com/photonstorm/phaser)** to improve it
+* Unless you use third party app or other frameworks, only you need to run Phaser game is web browser like chrome or safariw
 # How to prepare for using Phaser?
 ## Before prepare for phaser
 Before prepare for using Phaser, you may need local webserver to run Phaser game because of security issue or CORS problem. In that case, prepare your favorite local webserver environment.
diff --git a/lifecycle/README.md b/lifecycle/README.md
index 28a0b3b..3145a74 100644
--- a/lifecycle/README.md
+++ b/lifecycle/README.md
@@ -23,3 +23,18 @@ Usually, you can load images or other resources at **preload** and create Phaser
 ## Why we load resources at **preload** and make objects at **create**?
 You may wonder why i suggest you to load resources at **preload** and create objects at **create**. Well, if you try you may see that some objects not being created well especially image related objects. This is because Phaser is based on JavaScript which makes loading resources asynchronously. Thus, to avoid such problem, i recommend you to load resources at preload and create phaser object at **create** but it is not mandatory nor official.
 
+ ---
+## How can i change update rate?
+You may want to limi your update rate because of performance issue or other reason. And you can limit them since start by setting **config** for physics or using **physics.world.setFPS()** but it sometimes doesn't work depends on your Phaser version. Then, how should you do to do so? You can limit update rate by skipping some of update execution. Below is example
+<pre><code>
+    function update(){
+        this.c += 1;
+        if(this.c > 1){
+            this.c = 0;
+            return;
+        }
+        ...
+    }
+
+</code></pre>
+Above code would let Phaser run **update** as half of default rate whcih means, if your Phaser game execute **update** 60 times a second, then above code block will make it 30 time a second.
\ No newline at end of file
diff --git a/physics/README.md b/physics/README.md
index 96cc137..1035b54 100644
--- a/physics/README.md
+++ b/physics/README.md
@@ -11,4 +11,4 @@ If you searched about it before, then you would see many comments saying that **
 From above, you may think 'why should we even consider about **matter** while it just wastes more memory thatn **arcade**?'. One of ther answer is that **matter** has more natural physic engine than **arcade** like complex shapes or chain of bodies. So, if you try to make game with high-level physics, you should use **matter** or mix it with **arcade**
 
 ---
-## Examples of Phaser physics
\ No newline at end of file
+## Examples of Phaser physics
-- 
GitLab