|
@@ -13,16 +13,16 @@ In short:
|
|
|
* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise;
|
|
|
* You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
|
|
|
|
|
|
-All the contents of this accompanying documentation are published under
|
|
|
-the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution
|
|
|
+All the contents of this accompanying documentation are published under
|
|
|
+the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution
|
|
|
to "Juan Linietsky, Ariel Manzur and the Godot Engine community."
|
|
|
|
|
|
-Logos and icons are generally under the same Creative Commons license. Note
|
|
|
-that some third-party libraries included with Godot's source code may have
|
|
|
+Logos and icons are generally under the same Creative Commons license. Note
|
|
|
+that some third-party libraries included with Godot's source code may have
|
|
|
different licenses.
|
|
|
|
|
|
-For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ as well
|
|
|
-as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files
|
|
|
+For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ as well
|
|
|
+as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files
|
|
|
in the Godot repository.
|
|
|
|
|
|
Also see `the license page on the Godot website <https://godotengine.org/license>`_.
|
|
@@ -33,13 +33,13 @@ Which platforms are supported by Godot?
|
|
|
**For the editor:**
|
|
|
|
|
|
* Windows
|
|
|
-* Mac OS X
|
|
|
+* macOS
|
|
|
* X11 (Linux, \*BSD)
|
|
|
|
|
|
**For exporting your games:**
|
|
|
|
|
|
* Windows (and UWP)
|
|
|
-* Mac OS X
|
|
|
+* macOS
|
|
|
* X11 (Linux, \*BSD)
|
|
|
* Android
|
|
|
* iOS
|
|
@@ -48,74 +48,74 @@ Which platforms are supported by Godot?
|
|
|
Both 32- and 64-bit binaries are supported where it makes sense, with 64
|
|
|
being the default.
|
|
|
|
|
|
-Some users also report building and using Godot successfully on ARM-based
|
|
|
+Some users also report building and using Godot successfully on ARM-based
|
|
|
systems with Linux, like the Raspberry Pi.
|
|
|
|
|
|
-Additionally, there is some unofficial third-party work being done on building
|
|
|
-for some consoles. However, none of this is included in the default build
|
|
|
+Additionally, there is some unofficial third-party work being done on building
|
|
|
+for some consoles. However, none of this is included in the default build
|
|
|
scripts or export templates at this time.
|
|
|
|
|
|
-For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
|
|
|
+For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
|
|
|
and :ref:`compiling Godot yourself <toc-devel-compiling>`.
|
|
|
|
|
|
Which programming languages are supported in Godot?
|
|
|
---------------------------------------------------
|
|
|
|
|
|
-The officially supported languages for Godot are GDScript, Visual Scripting,
|
|
|
-C#, and C++. See the subcategories for each language in the
|
|
|
+The officially supported languages for Godot are GDScript, Visual Scripting,
|
|
|
+C#, and C++. See the subcategories for each language in the
|
|
|
:ref:`scripting <toc-learn-scripting>` section.
|
|
|
|
|
|
-If you are just starting out with either Godot or game development in general,
|
|
|
-GDScript is the recommended language to learn and use since it is native to Godot.
|
|
|
-While scripting languages tend to be less performant than lower-level languages in
|
|
|
-the long run, for prototyping, developing Minimum Viable Products (MVPs), and
|
|
|
-focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
|
|
|
+If you are just starting out with either Godot or game development in general,
|
|
|
+GDScript is the recommended language to learn and use since it is native to Godot.
|
|
|
+While scripting languages tend to be less performant than lower-level languages in
|
|
|
+the long run, for prototyping, developing Minimum Viable Products (MVPs), and
|
|
|
+focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
|
|
|
way of developing your games.
|
|
|
|
|
|
-Note that C# support is still relatively new, and as such, you may encounter some
|
|
|
-issues along the way. Our friendly and hard-working development community is always
|
|
|
-ready to tackle new problems as they arise, but since this is an open-source project,
|
|
|
-we recommend that you first do some due diligence yourself. Searching through
|
|
|
-discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
|
|
|
-great way to start your troubleshooting.
|
|
|
+Note that C# support is still relatively new, and as such, you may encounter some
|
|
|
+issues along the way. Our friendly and hard-working development community is always
|
|
|
+ready to tackle new problems as they arise, but since this is an open-source project,
|
|
|
+we recommend that you first do some due diligence yourself. Searching through
|
|
|
+discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
|
|
|
+great way to start your troubleshooting.
|
|
|
|
|
|
-As for new languages, support is possible via third parties using the GDNative /
|
|
|
-NativeScript / PluginScript facilities. (See question about plugins below.)
|
|
|
+As for new languages, support is possible via third parties using the GDNative /
|
|
|
+NativeScript / PluginScript facilities. (See question about plugins below.)
|
|
|
Work is currently underway, for example, on unofficial bindings for Godot
|
|
|
to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
|
|
|
|
|
|
What is GDScript and why should I use it?
|
|
|
-----------------------------------------
|
|
|
|
|
|
-GDScript is Godot's integrated scripting language. It was built from the ground
|
|
|
-up to maximize Godot's potential in the least amount of code, affording both novice
|
|
|
-and expert developers alike to capitalize on Godot's strengths as fast as possible.
|
|
|
-If you've ever written anything in a language like Python before then you'll feel
|
|
|
-right at home. For examples, history, and a complete overview of the power GDScript
|
|
|
+GDScript is Godot's integrated scripting language. It was built from the ground
|
|
|
+up to maximize Godot's potential in the least amount of code, affording both novice
|
|
|
+and expert developers alike to capitalize on Godot's strengths as fast as possible.
|
|
|
+If you've ever written anything in a language like Python before then you'll feel
|
|
|
+right at home. For examples, history, and a complete overview of the power GDScript
|
|
|
offers you, check out the `GDScript scripting guide <gdscript_basics>`_.
|
|
|
|
|
|
-There are several reasons to use GDScript--especially when you are prototyping, in
|
|
|
-alpha/beta stages of your project, or are not creating the next AAA title--but the
|
|
|
-most salient reason is the overall **reduction of complexity.**
|
|
|
+There are several reasons to use GDScript--especially when you are prototyping, in
|
|
|
+alpha/beta stages of your project, or are not creating the next AAA title--but the
|
|
|
+most salient reason is the overall **reduction of complexity.**
|
|
|
|
|
|
-The original intent of creating a tightly integrated, custom scripting language for
|
|
|
-Godot was two-fold: first, it reduces the amount of time necessary to get up and running
|
|
|
-with Godot, giving developers a rapid way of exposing themselves to the engine with a
|
|
|
-focus on productivity; second, it reduces the overall burden of maintenance, attenuates
|
|
|
-the dimensionality of issues, and allows the developers of the engine to focus on squashing
|
|
|
-bugs and improving features related to the engine core--rather than spending a lot of time
|
|
|
-trying to get a small set of incremental features working across a large set of languages.
|
|
|
+The original intent of creating a tightly integrated, custom scripting language for
|
|
|
+Godot was two-fold: first, it reduces the amount of time necessary to get up and running
|
|
|
+with Godot, giving developers a rapid way of exposing themselves to the engine with a
|
|
|
+focus on productivity; second, it reduces the overall burden of maintenance, attenuates
|
|
|
+the dimensionality of issues, and allows the developers of the engine to focus on squashing
|
|
|
+bugs and improving features related to the engine core--rather than spending a lot of time
|
|
|
+trying to get a small set of incremental features working across a large set of languages.
|
|
|
|
|
|
-Since Godot is an open-source project, it was imperative from the start to prioritize a
|
|
|
+Since Godot is an open-source project, it was imperative from the start to prioritize a
|
|
|
more integrated and seamless experience over attracting additional users by supporting
|
|
|
-more familiar programming languages--especially when supporting those more familiar
|
|
|
-languages would result in a worse experience. We understand if you would rather use
|
|
|
-another language in Godot (see list of supported options above). That being said, if
|
|
|
-you haven't given GDScript a try, try it for **three days**. Just like Godot,
|
|
|
-once you see how powerful it is and rapid your development becomes, we think GDScript
|
|
|
-will grow on you.
|
|
|
-
|
|
|
-More information about getting comfortable with GDScript or dynamically typed
|
|
|
+more familiar programming languages--especially when supporting those more familiar
|
|
|
+languages would result in a worse experience. We understand if you would rather use
|
|
|
+another language in Godot (see list of supported options above). That being said, if
|
|
|
+you haven't given GDScript a try, try it for **three days**. Just like Godot,
|
|
|
+once you see how powerful it is and rapid your development becomes, we think GDScript
|
|
|
+will grow on you.
|
|
|
+
|
|
|
+More information about getting comfortable with GDScript or dynamically typed
|
|
|
languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial.
|
|
|
|
|
|
What were the motivations behind creating GDScript?
|
|
@@ -139,7 +139,7 @@ The main reasons for creating a custom scripting language for Godot were:
|
|
|
completion, live editing, etc. (all of them). This is well
|
|
|
supported by GDScript.
|
|
|
|
|
|
-GDScript was designed to curtail the issues above and more.
|
|
|
+GDScript was designed to curtail the issues above and more.
|
|
|
|
|
|
What type of 3D model formats does Godot support?
|
|
|
-------------------------------------------------
|
|
@@ -152,41 +152,41 @@ As of Godot 3.0, glTF is supported.
|
|
|
|
|
|
FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
|
|
|
that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
|
|
|
-provided by Godot. That being said, FBX support could still be provided by third parties
|
|
|
+provided by Godot. That being said, FBX support could still be provided by third parties
|
|
|
as a plugin. (See Plugins question above.)
|
|
|
|
|
|
Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in Godot?
|
|
|
------------------------------------------------------------------------------
|
|
|
|
|
|
-The aim of Godot is to create a free and open-source MIT-licensed engine that
|
|
|
-is modular and extendable. There are no plans for the core engine development
|
|
|
-community to support any third-party, closed-source/proprietary SDKs, as integrating
|
|
|
-with these would go against Godot's ethos.
|
|
|
+The aim of Godot is to create a free and open-source MIT-licensed engine that
|
|
|
+is modular and extendable. There are no plans for the core engine development
|
|
|
+community to support any third-party, closed-source/proprietary SDKs, as integrating
|
|
|
+with these would go against Godot's ethos.
|
|
|
|
|
|
-That said, because Godot is open-source and modular, nothing prevents you or
|
|
|
-anyone else interested in adding those libraries as a module and shipping your
|
|
|
+That said, because Godot is open-source and modular, nothing prevents you or
|
|
|
+anyone else interested in adding those libraries as a module and shipping your
|
|
|
game with them--as either open- or closed-source.
|
|
|
|
|
|
-To see how support for your SDK of choice could still be provided, look at the
|
|
|
+To see how support for your SDK of choice could still be provided, look at the
|
|
|
Plugins question above.
|
|
|
|
|
|
-If you know of a third-party SDK that is not supported by Godot but that offers
|
|
|
+If you know of a third-party SDK that is not supported by Godot but that offers
|
|
|
free and open-source integration, consider starting the integration work yourself.
|
|
|
-Godot is not owned by one person; it belongs to the community, and it grows along
|
|
|
-with ambitious community contributors like you.
|
|
|
+Godot is not owned by one person; it belongs to the community, and it grows along
|
|
|
+with ambitious community contributors like you.
|
|
|
|
|
|
How should assets be created to handle multiple resolutions and aspect ratios?
|
|
|
------------------------------------------------------------------------------
|
|
|
|
|
|
-This question pops up often and it's probably thanks to the misunderstanding
|
|
|
+This question pops up often and it's probably thanks to the misunderstanding
|
|
|
created by Apple when they originally doubled the resolution of their devices.
|
|
|
-It made people think that having the same assets in different resolutions was a
|
|
|
-good idea, so many continued towards that path. That originally worked to a
|
|
|
-point and only for Apple devices, but then several Android and Apple devices
|
|
|
-with different resolutions and aspect ratios were created, with a very wide
|
|
|
+It made people think that having the same assets in different resolutions was a
|
|
|
+good idea, so many continued towards that path. That originally worked to a
|
|
|
+point and only for Apple devices, but then several Android and Apple devices
|
|
|
+with different resolutions and aspect ratios were created, with a very wide
|
|
|
range of sizes and DPIs.
|
|
|
|
|
|
-The most common and proper way to achieve this is to, instead, use a single
|
|
|
+The most common and proper way to achieve this is to, instead, use a single
|
|
|
base resolution for the game and only handle different screen aspect ratios.
|
|
|
This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov.
|
|
|
|
|
@@ -218,11 +218,11 @@ devices with tiny screens (fewer than 300 pixels in width), you can use
|
|
|
the export option to shrink images, and set that build to be used for
|
|
|
certain screen sizes in the App Store or Google Play.
|
|
|
|
|
|
-How can I extend Godot?
|
|
|
+How can I extend Godot?
|
|
|
-----------------------
|
|
|
|
|
|
-For extending Godot, like creating Godot Editor plugins or adding support
|
|
|
-for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>`
|
|
|
+For extending Godot, like creating Godot Editor plugins or adding support
|
|
|
+for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>`
|
|
|
and tool scripts.
|
|
|
|
|
|
Also see the official blog posts on these topics:
|
|
@@ -230,34 +230,34 @@ Also see the official blog posts on these topics:
|
|
|
* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
|
|
|
* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_
|
|
|
|
|
|
-You can also take a look at the GDScript implementation, the Godot modules,
|
|
|
+You can also take a look at the GDScript implementation, the Godot modules,
|
|
|
as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
|
|
|
-This would be a good starting point to see how another third-party library
|
|
|
-integrates with Godot.
|
|
|
+This would be a good starting point to see how another third-party library
|
|
|
+integrates with Godot.
|
|
|
|
|
|
I would like to contribute! How can I get started?
|
|
|
--------------------------------------------------
|
|
|
|
|
|
-Awesome! As an open-source project, Godot thrives off of the innovation and
|
|
|
-ambition of developers like you.
|
|
|
+Awesome! As an open-source project, Godot thrives off of the innovation and
|
|
|
+ambition of developers like you.
|
|
|
|
|
|
The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_.
|
|
|
-Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_
|
|
|
+Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_
|
|
|
guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes.
|
|
|
|
|
|
I have a great idea for Godot. How can I share it?
|
|
|
--------------------------------------------------
|
|
|
|
|
|
-It might be tempting to want to bring ideas to Godot, like ones that
|
|
|
+It might be tempting to want to bring ideas to Godot, like ones that
|
|
|
result in massive core changes, some sort of mimicry of what another
|
|
|
-game engine does, or alternative workflows that you'd like built into
|
|
|
-the editor. These are great and we are thankful to have such motivated
|
|
|
-people want to contribute, but Godot's focus is and always will be the
|
|
|
-core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_,
|
|
|
-`squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_,
|
|
|
-and conversations between Godot community members.
|
|
|
-
|
|
|
-Most developers in the Godot community will be more interested to learn
|
|
|
+game engine does, or alternative workflows that you'd like built into
|
|
|
+the editor. These are great and we are thankful to have such motivated
|
|
|
+people want to contribute, but Godot's focus is and always will be the
|
|
|
+core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_,
|
|
|
+`squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_,
|
|
|
+and conversations between Godot community members.
|
|
|
+
|
|
|
+Most developers in the Godot community will be more interested to learn
|
|
|
about things like:
|
|
|
|
|
|
- Your experience using the software and the problems you have (we
|
|
@@ -268,17 +268,17 @@ about things like:
|
|
|
- The parts of your workflow you would like to see optimized.
|
|
|
- Parts where you missed clear tutorials or where the documentation wasn't clear.
|
|
|
|
|
|
-Please don't feel like your ideas for Godot are unwelcome. Instead,
|
|
|
-try to reformulate them as a problem first, so developers and the community
|
|
|
+Please don't feel like your ideas for Godot are unwelcome. Instead,
|
|
|
+try to reformulate them as a problem first, so developers and the community
|
|
|
have a functional foundation to ground your ideas on.
|
|
|
|
|
|
-A good way to approach sharing your ideas and problems with the community
|
|
|
-is as a set of user stories. Explain what you are trying to do, what behavior
|
|
|
-you expect to happen, and then what behavior actually happened. Framing problems
|
|
|
-and ideas this way will help the whole community stay focused on improving
|
|
|
-developer experiences as a whole.
|
|
|
+A good way to approach sharing your ideas and problems with the community
|
|
|
+is as a set of user stories. Explain what you are trying to do, what behavior
|
|
|
+you expect to happen, and then what behavior actually happened. Framing problems
|
|
|
+and ideas this way will help the whole community stay focused on improving
|
|
|
+developer experiences as a whole.
|
|
|
|
|
|
-Bonus points for bringing screenshots, concrete numbers, test cases, or example
|
|
|
+Bonus points for bringing screenshots, concrete numbers, test cases, or example
|
|
|
projects (if applicable).
|
|
|
|
|
|
How can I support Godot development or contribute?
|