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@@ -8,13 +8,13 @@ Introduction
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File systems are yet another hot topic in engine development. The
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file system manages how the assets are stored and how they are accessed.
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-A well designed file system also allows multiple developers to edit the
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+A well-designed file system also allows multiple developers to edit the
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same source files and assets while collaborating together.
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Initial versions of the Godot engine (and previous iterations before it was
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named Godot) used a database. Assets were stored in it and assigned an
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ID. Other approaches were tried as well, such as local databases, files with
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-metadata, etc. In the end the simple approach won and now Godot stores
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+metadata, etc. In the end, the simple approach won and now Godot stores
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all assets as files in the file system.
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Implementation
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@@ -27,7 +27,7 @@ included. If a resource has sub-resources that are built-in, the resource is
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saved in a single file together with all the bundled sub-resources. For
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example, a font resource is often bundled together with the font textures.
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-In general the Godot file system avoids using metadata files. The reason for
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+In general, the Godot file system avoids using metadata files. The reason for
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this is simple, existing asset managers and VCSs are simply much better than
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anything we can implement, so Godot tries the best to play along with SVN,
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Git, Mercurial, Perforce, etc.
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@@ -46,7 +46,7 @@ project.godot
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-------------
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The project.godot file is the project description file, and it is always found at
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-the root of the project. In fact its location defines where the root is. This
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+the root of the project. In fact, its location defines where the root is. This
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is the first file that Godot looks for when opening a project.
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This file contains the project configuration in plain text, using the win.ini
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