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@@ -7,11 +7,11 @@ About
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-----
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This tutorial aims to be a quick reference for how to use GDScript more
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-efficiently. It focuses in common cases specific to the language, but
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-also covers a lot related to using dynamically typed languages.
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+efficiently. It focuses on common cases specific to the language, but
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+also covers a lot of information on dynamically typed languages.
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-It's meant to be specially useful for programmers without previous or
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-little experience of dynamically typed languages.
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+It's meant to be specially useful for programmers with little or no previous
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+experience with dynamically typed languages.
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Dynamic nature
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--------------
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@@ -22,7 +22,7 @@ Pros & cons of dynamic typing
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GDScript is a Dynamically Typed language. As such, it's main advantages
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are that:
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-- Language is very simple to learn.
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+- The language is very simple to learn.
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- Most code can be written and changed quickly and without hassle.
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- Less code written means less errors & mistakes to fix.
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- Easier to read the code (less clutter).
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@@ -30,7 +30,7 @@ are that:
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- Runtime is tiny.
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- Duck-typing and polymorphism by nature.
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-While the main cons are:
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+While the main disadvantages are:
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- Less performance than statically typed languages.
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- More difficult to refactor (symbols can't be traced)
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@@ -41,12 +41,12 @@ While the main cons are:
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known at run-time).
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This, translated to reality, means that Godot+GDScript are a combination
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-designed to games very quickly and efficiently. For games that are very
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+designed to create games very quickly and efficiently. For games that are very
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computationally intensive and can't benefit from the engine built-in
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tools (such as the Vector types, Physics Engine, Math library, etc), the
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possibility of using C++ is present too. This allows to still create the
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entire game in GDScript and add small bits of C++ in the areas that need
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-a boost.
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+a performance boost.
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Variables & assignment
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~~~~~~~~~~~~~~~~~~~~~~
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