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Add README files to categories

Aaron Franke 5 years ago
parent
commit
8dff86d370

+ 8 - 0
2d/README.md

@@ -0,0 +1,8 @@
+# 2D Demos
+
+These demos are all 2D, but otherwise do not have a common theme.
+
+Languages: Most have GDScript, some have
+[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)
+
+Renderers: 6 of them are GLES 3, but most are GLES 2

+ 1 - 1
2d/screen_space_shaders/README.md

@@ -5,7 +5,7 @@ Many common full-res effects are implemented here for reference.
 
 
 Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html) and GDScript
 Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html) and GDScript
 
 
-Renderer: GLES 3
+Renderer: GLES 3 (the blur effect is not available in GLES 2, the rest work)
 
 
 ## Screenshots
 ## Screenshots
 
 

+ 7 - 0
3d/README.md

@@ -0,0 +1,7 @@
+# 3D Demos
+
+These demos are all 3D, but otherwise do not have a common theme.
+
+Languages: All are GDScript
+
+Renderers: Truck Town and Physics Tests are GLES 2, the rest are GLES 3

+ 7 - 0
audio/README.md

@@ -0,0 +1,7 @@
+# Audio Demos
+
+These demos showcase various audio features.
+
+Languages: All are GDScript
+
+Renderers: All are GLES 2

+ 8 - 0
gui/README.md

@@ -0,0 +1,8 @@
+# GUI Demos
+
+These demos showcase GUI features and text features via
+[`Control`](https://docs.godotengine.org/en/latest/classes/class_control.html) nodes.
+
+Languages: All are GDScript, except SDF has no code
+
+Renderers: All are GLES 2

+ 2 - 2
gui/drag_and_drop/drag_drop_script.gd

@@ -1,12 +1,12 @@
 extends ColorPickerButton
 extends ColorPickerButton
 
 
 func get_drag_data(_pos):
 func get_drag_data(_pos):
-	# Use another colorpicker as drag preview
+	# Use another colorpicker as drag preview.
 	var cpb = ColorPickerButton.new()
 	var cpb = ColorPickerButton.new()
 	cpb.color = color
 	cpb.color = color
 	cpb.rect_size = Vector2(50, 50)
 	cpb.rect_size = Vector2(50, 50)
 	set_drag_preview(cpb)
 	set_drag_preview(cpb)
-	# Return color as drag data
+	# Return color as drag data.
 	return color
 	return color
 
 
 
 

+ 1 - 1
gui/rich_text_bbcode/rich_text_bbcode.gd

@@ -2,7 +2,7 @@ extends Panel
 
 
 func _on_RichTextLabel_meta_clicked(meta):
 func _on_RichTextLabel_meta_clicked(meta):
 	var err = OS.shell_open(meta)
 	var err = OS.shell_open(meta)
-	if (err == OK):
+	if err == OK:
 		print("Opened link '%s' successfully!" % meta)
 		print("Opened link '%s' successfully!" % meta)
 	else:
 	else:
 		print("Failed opening the link '%s'!" % meta)
 		print("Failed opening the link '%s'!" % meta)

+ 1 - 1
gui/sdf_font/README.md

@@ -4,7 +4,7 @@ This is a demo of Signed Distance Field fonts in Godot.
 The technique used allows the text to remain clear
 The technique used allows the text to remain clear
 under arbitrary zooms and rotations.
 under arbitrary zooms and rotations.
 
 
-Language: GDScript
+Language: This demo contains no code.
 
 
 Renderer: GLES 3 (this effect is not available in GLES 2)
 Renderer: GLES 3 (this effect is not available in GLES 2)
 
 

+ 7 - 0
loading/README.md

@@ -0,0 +1,7 @@
+# Loading Demos
+
+These demos demonstrate various ways to load scenes and other data.
+
+Languages: All are GDScript
+
+Renderers: All are GLES 2

+ 10 - 0
misc/README.md

@@ -0,0 +1,10 @@
+# Miscellaneous Demos
+
+These demos don't fit into any other category, so they go into this folder.
+
+Languages: All have GDScript, OpenSimplexNoise has
+[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html),
+OS test has some
+[C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
+
+Renderers: All are GLES 2

+ 2 - 2
mobile/README.md

@@ -4,6 +4,6 @@ These demos depend on features only available in mobile phones or tablets.
 
 
 The Android IAP demo only runs on Android.
 The Android IAP demo only runs on Android.
 
 
-Language: All are GDScript
+Languages: All are GDScript
 
 
-Renderer: All are GLES 2
+Renderers: All are GLES 2

+ 10 - 0
mono/README.md

@@ -1,3 +1,13 @@
+# Mono Demos
+
+These demos are written in [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html).
+You must have the Mono version of Godot to run these.
+
+Languages: All have [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html),
+2.5D has some GDScript
+
+Renderers: Dodge the Creeps is GLES 3, rest are GLES 2
+
 # Note: Godot 3.2.2 or newer is required
 # Note: Godot 3.2.2 or newer is required
 
 
 While most of the demos work with any 3.2.x version, these demos require
 While most of the demos work with any 3.2.x version, these demos require

+ 7 - 0
networking/README.md

@@ -0,0 +1,7 @@
+# Networking Demos
+
+These demos showcase networking and/or multiplayer features.
+
+Languages: All have GDScript, WebRTC uses some GDNative
+
+Renderers: Multiplayer Bomber is GLES 3, rest are GLES 2

+ 1 - 1
networking/multiplayer_bomber/README.md

@@ -6,7 +6,7 @@ should type in his address and press "play".
 
 
 Language: GDScript
 Language: GDScript
 
 
-Renderer: GLES 2
+Renderer: GLES 3
 
 
 ## Screenshots
 ## Screenshots
 
 

+ 9 - 0
viewport/README.md

@@ -0,0 +1,9 @@
+# Viewport Demos
+
+These demos showcase various ways to use the
+[`Viewport`](https://docs.godotengine.org/en/stable/classes/class_viewport.html) node.
+
+Languages: All have GDScript, Dynamic Split Screen has
+[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)
+
+Renderers: 3D in 2D and GUI in 3D use GLES 3, the rest are GLES 2

+ 8 - 0
visual_script/README.md

@@ -0,0 +1,8 @@
+# VisualScript Demos
+
+These demos are written in [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html).
+
+Languages: All are [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html),
+Multitouch View has some GDScript
+
+Renderers: All are GLES 2