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@@ -10,8 +10,8 @@ This tutorial aims to propose a simple workflow on how to organize
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projects. Since Godot allows the programmer to use the file-system as
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they please, figuring out a way to organize projects when starting
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to use the engine can be a little challenging. Because of this, the
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-tutorial describes simple workflow which should work as a starting
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-point regardless of whether it is used.
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+tutorial describes a simple workflow, which should work as a starting
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+point, regardless of whether it is used.
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Additionally, using version control can be challenging, so this
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proposition will include that too.
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@@ -22,14 +22,14 @@ Organization
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Godot is scene-based in nature, and uses the filesystem as-is,
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without metadata or an asset database.
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-Unlike other engines, a lot of resources are contained within the scene
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+Unlike other engines, many resources are contained within the scene
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itself, so the amount of files in the filesystem is considerably lower.
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Considering that, the most common approach is to group assets as close
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to scenes as possible; when a project grows, it makes it more
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maintainable.
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-As an example, one can usually place into a single folder their basic assets
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+As an example, one can usually place into a single folder their basic assets,
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such as sprite images, 3D model meshes, materials, and music, etc.
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They can then use a separate folder to store built levels that use them.
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