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@@ -6,14 +6,12 @@ Import process
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What is it for?
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-When Godot was created, it was probably after several failed and not so
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-failed engine attempts (well, each attempt failed a little less.. and so
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-on). One of the most difficult areas of creating game engines is
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-managing the import process. That means, getting the assets that artists
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+One of the most difficult things to get right when creating game engines
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+is managing the import process. That means, getting the assets that artists
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make into the game, in a way that functions optimally.
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Artists use certain tools and formats, and programmers would rather have
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-their data into a different format. This is because artists put their
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+their data in a different format. This is because artists put their
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focus on creating assets with the best quality possible, while
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programmers have to make sure they actually run at decent speed (or run
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at all), use a certain amount of memory, and don't take ages loading
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@@ -22,8 +20,8 @@ from disk.
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One would think that just writing a converter/importer would be enough,
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but this is not all there is to it. The same way programmers iterate
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several times over their code, artists keep making changes to their
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-assets. This generates some bottleneck, because *someone* has to keep
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-re-importing that artwork right? And importing assets is often something
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+assets. This generates a bottleneck, because *someone* has to keep
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+re-importing that artwork, right? And importing assets is often something
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that has to be agreed by both parties, as the programmer needs to decide
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how the artwork is imported and the artists needs to see how it looks.
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@@ -91,11 +89,10 @@ from the project path to the asset (In windows, this works as long as
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they are on the same drive, otherwise an absolute path is stored). This
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ensures that the same asset can be re-imported in another computer.
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-The usual approach to this, when using a VCS such as Subversion,
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-Perforce or GIT, is to create the project in a subfolder, so both it and
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-the source assets can be committed to a same repository. For example:
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-
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-Repository layout:
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+The usual approach to this, when using a VCS such as Git, Mercurial or
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+Subversion, is to create the project in a subfolder, so both the game's
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+project files and the source assets can be committed to a same repository.
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+For example, the repository layout can look like this:
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::
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@@ -119,7 +116,7 @@ accessed from the import dialog:
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.. image:: /img/import.png
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-Each of the dialog shares a similar function, a source file (or several
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+Each of the dialogs shares a similar function, a source file (or several
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of them) must be provided, as well as a target destination inside the
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project folders. Once imported, Godot saves this information as metadata
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in the imported asset itself.
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