Browse Source

Merge pull request #1917 from Calinou/improve-exporting-projects

Improve the "Exporting projects" page
Rémi Verschelde 6 years ago
parent
commit
8a7a151522
1 changed files with 50 additions and 48 deletions
  1. 50 48
      getting_started/workflow/export/exporting_projects.rst

+ 50 - 48
getting_started/workflow/export/exporting_projects.rst

@@ -3,6 +3,8 @@
 Exporting projects
 ==================
 
+.. highlight:: none
+
 Why exporting?
 --------------
 
@@ -18,19 +20,16 @@ On PC
 ~~~~~
 
 Distributing a game project on PC with Godot is rather easy. Drop
-the godot.exe (or godot) binary together in the same place as the
-engine.cfg file, zip it and you are done. This can be taken advantage of to
-make custom installers.
+the Godot binary in the same directory as the ``project.godot`` file,
+then compress the project directory and you are done.
 
 It sounds simple, but there are probably a few reasons why the developer
 may not want to do this. The first one is that it may not be desirable
 to distribute loads of files. Some developers may not like curious users
-peeking at how the game was made, others may find it inelegant,
-etc.
-
-Another reason is that, for distribution, the developer might prefer a
-specially compiled binary, which is smaller in size, more optimized and
-does not include tools inside (like the editor, debugger, etc.).
+peeking at how the game was made, others may find it inelegant, and so on.
+Another reason is that the developer might prefer a specially-compiled
+binary, which is smaller in size, more optimized and does not include
+tools like the editor and debugger.
 
 Finally, Godot has a simple but efficient system for creating DLCs as
 extra package files.
@@ -38,20 +37,21 @@ extra package files.
 On mobile
 ~~~~~~~~~
 
-The same scenario in mobile is a little worse. To distribute a project
-in those devices, a binary for each of those platforms is built, then
-added to a native project together with the game data.
+The same scenario on mobile platforms is a little worse.
+To distribute a project in those devices, a binary for each of
+those platforms is built, then added to a native project together
+with the game data.
 
 This can be troublesome because it means that the developer must be
 familiarized with the SDK of each platform before even being able to
 export. While learning each SDK is always encouraged, it can be
 frustrating to be forced to do it at an undesired time.
 
-There is also another problem with this approach. Different devices
+There is also another problem with this approach: different devices
 prefer some data in different formats to run. The main example of this
 is texture compression. All PC hardware uses S3TC (BC) compression and
 that has been standardized for more than a decade, but mobile devices
-use different formats for texture compression, such as PVRCT (iOS) or
+use different formats for texture compression, such as PVRTC (iOS) or
 ETC (Android).
 
 Export menu
@@ -61,22 +61,23 @@ After many attempts at different export workflows, the current one has
 proven to work the best. At the time of this writing, not all platforms are
 supported yet, but the supported platforms continue to grow.
 
-To open the export menu, click the "Export" button:
+To open the export menu, click the **Export** button:
 
 .. image:: img/export.png
 
-The export menu will open, however it will be completely empty.
+The export menu will open, however, it will be completely empty.
+This is because we need to add an export preset.
 
 .. image:: img/export_dialog.png
 
-That is because we need to add an export preset. To do that click the
-`Add..` button at the top of the export menu. This will open a drop down
-list of platforms to choose from for an export preset.
+To create an export preset, click the **Add…** button at the top
+of the export menu. This will open a drop-down list of platforms
+to choose from for an export preset.
 
 .. image:: img/export_preset.png
 
-The default options are often enough to export, so tweaking them is not
-necessary, but provide extra control. However, many platforms require additional
+The default options are often enough to export, so tweaking them is
+usually not necessary. However, many platforms require additional
 tools (SDKs) to be installed to be able to export. Additionally, Godot
 needs export templates installed to create packages. The export menu
 will complain when something is missing and will not allow the user to
@@ -92,11 +93,11 @@ Export templates
 
 Apart from setting up the platform, the export templates must be
 installed to be able to export projects. They can be obtained as a
-.tpz (a renamed .zip) file from the `download page of the website
-<https://www.godotengine.org/download>`_.
+TPZ file (which is a renamed ZIP archive) from the
+`download page of the website <https://www.godotengine.org/download>`_.
 
-Once downloaded, they can be installed using the "Install Export
-Templates" option in the editor:
+Once downloaded, they can be installed using the **Install Export Templates**
+option in the editor:
 
 .. image:: img/exptemp.png
 
@@ -107,56 +108,57 @@ When exporting, Godot makes a list of all the files to export and then
 creates the package. There are 3 different modes for exporting:
 
 -  Export every single file in the project
--  Export only resources (+custom filter), this is default.
--  Export only selected resources (+custom filter)
+-  Export only resources (+ custom filter), this is the default.
+-  Export only selected resources (+ custom filter)
 
 .. image:: img/expres.png
 
 -  **Export every single file** - This mode exports every single file in
    the project. This is good to test if something is being forgotten,
-   but developers often have a lot of unrelated stuff around in the dev
+   but developers often have a lot of unrelated stuff around in the project
    directory, which makes it a bad idea.
 
 -  **Export only resources** - Only resources are exported. For most
    projects, this is enough. However many developers like to use custom
    datafiles in their games. To compensate for this, filters can be
-   added for extra extensions (like, *.txt,*.csv, etc.).
+   added for extra extensions (for instance, ``*.txt,*.csv``).
 
 -  **Export only selected resources** - Only select resources from a
    list are exported. This is probably overkill for most projects, but
    in some cases it is justified (usually huge projects). This mode
    offers total control of what is exported. Individual resources can be
    selected and dependency detection is performed to ensure that
-   everything needed is added. As a plus, this mode allows to
-   "Bundle" scenes and dependencies into a single file, which is
-   *really* useful for games distributed on optical media.
+   everything needed is added.
 
 .. image:: img/expselected.png
 
+Exporting from the command line
+-------------------------------
 
+In production, it is useful to automate builds, and Godot supports this
+with the ``--export`` and ``--export-debug`` command line parameters.
+Exporting from the command line still requires an export preset to define
+the export parameters. A basic invocation of the command would be:
 
-Export from Command Line
-------------------------
+::
 
-In production it is useful to automate builds, and Godot supports this
-with the ``--export`` and ``--export-debug`` command line parameters.
-Exporting from command line still requires an export template to define
-the export parameters. A basic invocation of the export would be
-``godot --export "Windows Desktop" some_name``
+    godot --export "Windows Desktop" some_name
 
-Which, assuming there is a preset called "Windows Desktop" and the 
-template can be found, will export to ``some_name.exe``. The output
-path is relative to the project path or absolute. It does not respect
-the directory the command was invoked from.
+This will export to ``some_name.exe``, assuming there is a preset
+called "Windows Desktop" and the template can be found.
+The output path is relative to the project path or absolute;
+it does not respect the directory the command was invoked from.
 
-You can also configure it to export only the .pck or .zip file (allowing 
+You can also configure it to export only the PCK or ZIP file (allowing
 a single export to be used with multiple Godot executables). This
 takes place if:
 
- - The export preset is not marked as runnable
- - The target name ends with `.pck` or with `.zip`
+ - the export preset is not marked as runnable,
+ - the target name ends with ``.pck`` or ``.zip``.
 
 It is often useful to combine the ``--export`` flag with the ``--path``
-flag, and to create a dedicated export template for automated export:
-``godot --path path/to/project --export "pck" game_name.pck``
+flag, and to create a dedicated export preset for automated export:
+
+::
 
+    godot --path path/to/project --export "pck" game_name.pck