diff --git a/CollisionGrid/CollisionGrid.nuspec b/CollisionGrid/CollisionGrid.nuspec
index b70cfd5..65c17ff 100644
--- a/CollisionGrid/CollisionGrid.nuspec
+++ b/CollisionGrid/CollisionGrid.nuspec
@@ -10,12 +10,14 @@
https://github.com/UnterrainerInformatik/collisiongrid/raw/master/icon.png
https://github.com/UnterrainerInformatik/collisiongrid
false
- Narrow down collision candidates in a 2D environment by using a fixed-size grid.
+
+ When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it.
+ The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow.
+ So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five...
+ This is a PCL, so you should be able to use it in any of your MG projects.
+
- When doing game development you've all come across a point when you'd like to do some collision-checks and that's usually the time when you realize that just checking all sprites against each other just doesn't cut it.
- The problem is that the number of checks grow very fast (N² for N sprites) when the number of your sprites grow.
-
- So you somehow have to narrow down your collision-candidates. This piece of software does that for you. It does not do collision checking itself. It just tells you if a sprite is near enough to a second one to maybe collide which allows you to do a collision test for those two, or three, or five...
+ Narrow down collision candidates in a 2D environment by using a fixed-size grid.
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