|
@@ -28,7 +28,7 @@ instead. Adding C++ modules can be useful in the following scenarios:
|
|
|
- Binding an external library to Godot (like PhysX, FMOD, etc).
|
|
|
- Optimize critical parts of a game.
|
|
|
- Adding new functionality to the engine and/or editor.
|
|
|
-- Porting an existing game.
|
|
|
+- Porting an existing game to Godot.
|
|
|
- Write a whole, new game in C++ because you can't live without C++.
|
|
|
|
|
|
Creating a new module
|
|
@@ -503,10 +503,10 @@ Writing custom documentation
|
|
|
----------------------------
|
|
|
|
|
|
Writing documentation may seem like a boring task, but it is highly recommended
|
|
|
-to document your newly created module in order to make it easier for users to
|
|
|
-benefit from it. Not to mention that the code you've written one year ago may
|
|
|
-become indistinguishable from the code that was written by someone else, so be
|
|
|
-kind to your future self!
|
|
|
+to document your newly created module to make it easier for users to benefit
|
|
|
+from it. Not to mention that the code you've written one year ago may become
|
|
|
+indistinguishable from the code that was written by someone else, so be kind to
|
|
|
+your future self!
|
|
|
|
|
|
There are several steps in order to setup custom docs for the module:
|
|
|
|
|
@@ -695,9 +695,12 @@ Summing up
|
|
|
|
|
|
Remember to:
|
|
|
|
|
|
-- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
|
|
|
-- use ``_bind_methods`` to bind your functions to scripting, and to
|
|
|
+- Use ``GDCLASS`` macro for inheritance, so Godot can wrap it.
|
|
|
+- Use ``_bind_methods`` to bind your functions to scripting, and to
|
|
|
allow them to work as callbacks for signals.
|
|
|
+- **Avoid multiple inheritance for classes exposed to Godot**, as ``GDCLASS``
|
|
|
+ doesn't support this. You can still use multiple inheritance in your own
|
|
|
+ classes as long as they're not exposed to Godot's scripting API.
|
|
|
|
|
|
But this is not all, depending what you do, you will be greeted with
|
|
|
some (hopefully positive) surprises.
|