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@@ -127,8 +127,8 @@ What were the motivations behind creating GDScript?
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---------------------------------------------------
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In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting
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-language. Lua can be fast thanks to LuaJIT, but creating bindings to an object
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-oriented system (by using fallbacks) was complex and slow and took an enormous
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+language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented
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+system (by using fallbacks) was complex and slow and took an enormous
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amount of code. After some experiments with `Python <https://www.python.org>`__,
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it also proved difficult to embed.
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@@ -138,15 +138,15 @@ The main reasons for creating a custom scripting language for Godot were:
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(Lua, Python, Squirrel, JavaScript, ActionScript, etc.).
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2. Poor class-extending support in most script VMs, and adapting to
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the way Godot works is highly inefficient (Lua, Python, JavaScript).
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-3. Many existing languages have horrible interfaces for binding to C++, resulting in large amount of
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+3. Many existing languages have horrible interfaces for binding to C++, resulting in a large amount of
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code, bugs, bottlenecks, and general inefficiency (Lua, Python,
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- Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations.
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+ Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great number of integrations.
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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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JavaScript, ActionScript, etc.).
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5. Garbage collector results in stalls or unnecessarily large memory
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usage (Lua, Python, JavaScript, ActionScript, etc.).
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-6. Difficulty to integrate with the code editor for providing code
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+6. Difficulty integrating with the code editor for providing code
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completion, live editing, etc. (all of them). This is well-supported
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by GDScript.
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@@ -267,7 +267,7 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
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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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+ no performance cost. The 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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@@ -319,7 +319,7 @@ I would like to contribute! How can I get started?
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--------------------------------------------------
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Awesome! As an open-source project, Godot thrives off of the innovation and
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-ambition of developers like you.
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+the ambition of developers like you.
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The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_.
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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>`_
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@@ -421,7 +421,7 @@ Why does Godot not use STL (Standard Template Library)?
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-------------------------------------------------------
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Like many other libraries (Qt as an example), Godot does not make use of
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-STL. We believe STL is a great general purpose library, but we had special
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+STL. We believe STL is a great general-purpose library, but we had special
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requirements for Godot.
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* STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead.
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@@ -438,7 +438,7 @@ situation happens, Godot will print an error (which can be traced even to
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script), but then it will try to recover as gracefully as possible and keep
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going.
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-Additionally, exceptions significantly increase binary size for the
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+Additionally, exceptions significantly increase the binary size for the
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executable.
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Why does Godot not enforce RTTI?
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