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+.. _doc_faq:
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+
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+Frequently asked questions
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+==========================
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+
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+GDScript? Why your own scripting language? Why not Lua, Javascript, C#, etc.?
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+-----------------------------------------------------------------------------
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+
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+The short answer is, we'd rather a programmer does the small effort to
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+learn GDScript so he or she later has a seamless experience, than
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+attracting him or her with a familiar programming language that results
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+in a worse experience. We are OK if you would rather not give Godot a
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+chance because of this, but we strongly encourage you to try it and see
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+the benefits yourself.
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+
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+The official languges for Godot are GDScript and C++.
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+
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+GDScript is designed to integrate from the ground to the way Godot
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+works, more than any other language, and is very simple and easy to
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+learn. Takes at much a day or two to get comfortable and it's very easy
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+to see the benefits once you do. Please do the effort to learn
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+GDScript, you will not regret it.
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+
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+Godot C++ API is also efficient and easy to use (the entire Godot
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+editor is made with this API), and an excellent tool to optimize parts
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+of a project, but trying to use it instead of GDScript for an entire
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+game is, in most cases, a waste of time.
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+
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+Yes, for more than a decade we tried in the past integrating several
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+VMs (and even shipped games using them), such as Python, Squirrel and
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+Lua (in fact we authored tolua++ in the past, one of the most popular
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+C++ binders). None of them worked as well as GDScript does now.
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+
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+More information about getting comfortable with GDScript or dynamically
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+typed languages can be found [here](tutorial_gdscript_efficiently).
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+
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+For the more technically versed, proceed to the next item.
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+
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+I don't believe you. What are the technical reasons for the item above?
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+-----------------------------------------------------------------------
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+
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+The main reasons are:
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+
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+1. No good thread support in most script VMs, and Godot uses threads
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+ (Lua, Python, Squirrel, JS, AS, etc)
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+2. No good class extending support in most script VMs, and adapting to
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+ the way Godot works is highly inefficient (lua, Python, JS)
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+3. Horrible interface for binding to C++, results in large amount of
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+ code, bugs, bottlenecks and general inefficiency (Lua, Python,
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+ Squirrel, JS, etc)
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+4. No native vector types (vector3,matrix4,etc), resulting in highly
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+ reduced performance when using custom types (Lua, Python, Squirrel,
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+ JS, AS, etc)
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+5. Garbage collector results in stalls or unnecessarily large memory
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+ usage (Lua, Python, JS, AS, etc)
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+6. Difficulty to integrate with the code editor for providing code
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+ completion, live editing, etc. (all of them). This is very well
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+ supported by GDScript.
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+
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+GDScript was designed to solve the issues above, and performs very well
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+in all the above scenarios. Please learn GDScript, and enjoy from a
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+very smooth integration of scripting with the game engine (yes, it's a
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+rare but very enjoyable situation when things just work). It's worth
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+it, give it a try!
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+
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+Why is FBX not supported for import?
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+------------------------------------
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+
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+FBX SDK has a very `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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+that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
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+provided by Godot.
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+
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+That said, Godot Collada support is really good, please use the
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+`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_
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+exporter for maximum compatibility if you are using Maya or 3DS Max.
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+If you are use Blender, take a look at our own
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+`Better Collada Exporter <https://godotengine.org/download>`_.
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+
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+Will [Insert closed SDK such as PhysX, Gameworks, etc.] be supported in Godot?
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+------------------------------------------------------------------------------
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+
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+No, the aim of Godot is to create a complete open source engine
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+licensed under MIT, so you have complete control about over single
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+piece of it. Open versions of functionality or features from such SDKs
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+may be eventually added though.
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+
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+That said, because it is open source, and modular, nothing prevents you
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+or anyone else interested into adding those libraries as a module and
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+ship your game using them, as either open or closed source. Everything
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+is allowed.
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+
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+How should assets be created to handle multiple resolutions and aspect ratios?
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+------------------------------------------------------------------------------
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+
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+This question pops up often and it's probably thanks to the
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+misunderstanding created by Apple when they originally doubled the
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+resolution of their devices. It made people think that having the same
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+assets in different resolutions was a good idea, so many continued
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+towards that path. That originally worked to a point and only for
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+Apple devices, but then several Android and Apple devices with
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+different resolutions and aspect ratios were created, with a very
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+wide range of sizes an DPIs.
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+
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+The most common and proper way to this is to, instead, is to use a
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+single base resolution for the game and only handle different screen
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+aspects. This is mostly needed for 2D, as in 3D it's just a matter of
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+Cameara XFov or YFov.
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+
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+1. Choose a single base resolution for your game. Even if there are
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+ devices that go up to 2K and devices that go down to 400p, regular
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+ hardware scaling in your device will take care of this at little or
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+ no performance cost. Most common choices are either near 1080p
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+ (1920x1080) or 720p (1280x720). Keep in mind the higher the
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+ resolution, the larger your assets, the more memory they will take
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+ and the longer the time it will take for loading.
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+
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+2. Use the stretch options in Godot, 2D stretching with keeping aspect
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+ works best. Check the :ref:`doc_multiple_resolutions` tutorial
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+ on how to achieve this.
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+
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+3. Determine a minimun resolution and then decide if you want your game
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+ to stretch vertically or horizontally for different aspect ratios, or
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+ whether there is a minimum one and you want black bars to appear
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+ instead. This is also explained in the previous step.
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+
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+4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
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+ to determine where controls should stay and move. If UIs are more
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+ complex, consider learning about Containers.
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+
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+And that's it! your game should work in multiple resolutions.
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+
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+If there really is a desire to make your game also work on ancient
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+devices with tiny screens (less than 300 pixels in width), you can use
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+the :ref:`export option <doc_exporting_images>` to shrink
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+images, and set that build to be used for certain screen sizes in the
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+App Store or Google Play.
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+
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+I have a great idea that will make Godot better, What do you think?
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+-------------------------------------------------------------------
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+
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+Your idea will most certainly be ignored. Examples of stuff that is
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+ignored by the developers:
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+
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+- Let's do this because it will make Godot better
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+- Let's do this in Godot because other game engine does it
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+- Let's remove this because I think it's not needed
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+- Let's remove clutter and bloat and make godot look nicer
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+- Let's add an alternative workflow for people that prefers it
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+
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+Developers are always willing to talk to you and listen to your feedback
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+very openly, to an extent rarely seen in open source projects, but they
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+will care mostly about real issues you have while using Godot, not ideas
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+solely based on personal belief. Developers are interested in (for
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+example):
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+
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+- Your experience using the software and the problems you have, (we
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+ care about this much more than ideas on how to improve it)
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+- The features you would like to see implemented because you need them
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+ for your project.
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+- The concepts that were difficult to understand in order to learn the
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+ software.
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+- The parts of your workflow you would like to see optimized.
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+
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+Once one of the above points is stated, we can work together on a
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+solution and this is where your ideas and suggestions are most valuable
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+and welcome, they need to be in context of a real issue.
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+
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+As such, please don't feel that your ideas for Godot are unwelcome.
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+Instead, try to reformulate them as a problem first, so developers and
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+the community have a base ground to discuss first.
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+
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+Examples of how not to state problems generally are like this:
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+
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+- Certain feature is ugly
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+- Certain workflow is slow
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+- Certain feature needs optimization
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+- Certain aspect of the UI looks cluttered
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+
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+Associating something with an adjective will not get you much attention
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+and developers will most likely not understand you. Instead, try to
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+reformulate your problem as a story such as:
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+
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+- I try to move objects around but always end up picking the wrong one
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+- I tried to make a game like Battlefield but i'm not managing to
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+ understand how to get lighting to look the same.
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+- I always forget which script I was editing, and it takes me too many
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+ steps to go back to it.
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+
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+This will allow you to convey what you are thinking much better and set
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+a common ground for discussion. Please try your best to state your
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+problems as stories to the developers and the community, before
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+discussing any idea.
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