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@@ -10,7 +10,7 @@ Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_
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In short:
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In short:
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-* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise;
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+* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise.
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* You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
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* You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
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All the contents of this accompanying documentation are published under
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All the contents of this accompanying documentation are published under
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@@ -153,7 +153,7 @@ As of Godot 3.0, glTF is supported.
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FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
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that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
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provided by Godot. That being said, FBX support could still be provided by third parties
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provided by Godot. That being said, FBX support could still be provided by third parties
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-as a plugin. (See Plugins question above.)
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+as a plugin. (See Plugins question below.)
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Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
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Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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@@ -168,7 +168,7 @@ anyone else interested in adding those libraries as a module and shipping your
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game with them--as either open- or closed-source.
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game with them--as either open- or closed-source.
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To see how support for your SDK of choice could still be provided, look at the
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To see how support for your SDK of choice could still be provided, look at the
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-Plugins question above.
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+Plugins question below.
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If you know of a third-party SDK that is not supported by Godot but that offers
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If you know of a third-party SDK that is not supported by Godot but that offers
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free and open-source integration, consider starting the integration work yourself.
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free and open-source integration, consider starting the integration work yourself.
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@@ -198,14 +198,14 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
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resolution, the larger your assets, the more memory they will take
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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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and the longer the time it will take for loading.
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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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+2. Use the stretch options in Godot; 2D stretching while keeping aspect
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+ ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial
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on how to achieve this.
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on how to achieve this.
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3. Determine a minimum resolution and then decide if you want your game
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3. Determine a minimum 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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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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+ if there is one aspect ratio and you want black bars to appear
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+ instead. This is also explained in :ref:`doc_multiple_resolutions`.
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4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
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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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to determine where controls should stay and move. If UIs are more
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