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@@ -6,27 +6,26 @@ Frequently asked questions
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What can I do with Godot? How much does it cost? What are the license terms?
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----------------------------------------------------------------------------
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-Godot is Free/Libre Open Source Software available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license.
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-
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-This means it is free as in "free speech" as well as in "free beer".
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+Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_ available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is free as in "free speech" as well as in "free beer."
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In short:
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-* There are no usage restrictions on Godot
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-* This means you can use it for any game or application, commercially or non-commercially, in any industry
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-* You can modify, (re)distribute and remix Godot to your heart's content
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-
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-For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask your lawyer of choice.
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+* You are free to download and use Godot for any purpose, personal,
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+non-profit, commercial, or otherwise;
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+* You are free to modify, distribute, redistribute, and remix Godot
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+to your heart's content, for any reason, both non-commercially and commercially.
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-All the contents of the documentation are under the permissive Creative Commons Attribution 3.0
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-(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with
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-attribution to "Juan Linietsky, Ariel Manzur and the Godot Engine community".
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+All the contents of this accompanying documentation are published under
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+the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution
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+to "Juan Linietsky, Ariel Manzur and the Godot Engine community."
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-Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries
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-included with Godot's source code may have different licenses.
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+Logos and icons are generally under the same Creative Commons license. Note
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+that some third-party libraries included with Godot's source code may have
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+different licenses.
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-For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_
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-as well as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files in the Godot repository.
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+For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ as well
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+as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files
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+in the Godot repository.
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Also see `the license page on the Godot website <https://godotengine.org/license>`_.
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@@ -48,74 +47,91 @@ Which platforms are supported by Godot?
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* iOS
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* Web
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-Both 32 and 64 bit binaries are supported where it makes sense, with 64 being the default.
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-
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-Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi.
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-There is also some unofficial thirdparty work being done on building for some consoles.
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-None of this is included in the default build scripts or export templates, however.
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+Both 32- and 64-bit binaries are supported where it makes sense, with 64
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+being the default.
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-For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`.
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-
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-Which languages are supported in Godot?
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----------------------------------------
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+Some users also report building and using Godot successfully on ARM-based
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+systems with Linux, like the Raspberry Pi.
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-The officially supported languages for Godot are GDScript, Visual Scripting, C# and C++.
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-See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section.
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+Additionally, there is some unofficial third-party work being done on building
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+for some consoles. However, none of this is included in the default build
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+scripts or export templates at this time.
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-Note that C# and Visual Scripting support is comparatively young and GDScript still has
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-some advantages as outlined below.
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+For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
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+and :ref:`compiling Godot yourself <toc-devel-compiling>`.
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-Support for new languages can be added by third parties using the GDNative / NativeScript / PluginScript facilities.
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-(See question about plugins below.)
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+Which programming languages are supported in Godot?
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+---------------------------------------
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+The officially supported languages for Godot are GDScript, Visual Scripting,
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+C#, and C++. See the subcategories for each language in the
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+:ref:`scripting <toc-learn-scripting>` section.
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+
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+If you are just starting out with either Godot or game development in general,
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+GDScript is the recommended language to learn and use since it is native to Godot.
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+While scripting languages tend to be less performant than lower-level languages in
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+the long run, for prototyping, developing Minimum Viable Products (MVPs), and
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+focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
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+way of developing your games.
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+
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+Note that C# support is still relatively new, and as such, you may encounter some
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+issues along the way. Our friendly and hard-working development community is always
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+ready to tackle new problems as they arise, but since this is an open-source project,
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+we recommend that you first do some due diligence yourself. Searching through
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+discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
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+great way to start your troubleshooting.
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+
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+As for new languages, support is possible via third parties using the GDNative /
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+NativeScript / PluginScript facilities. (See question about plugins below.)
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Work is currently underway, for example, on unofficial bindings for Godot
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to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
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-GDScript? Why use a custom scripting language instead of my language of choice?
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+What is GDScript and why should I use it?
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-------------------------------------------------------------------------------
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-The short answer is that we think the additional complexity both on your side
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-(when first learning Godot and GDScript) as well as our side (maintenance)
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-is worth the more integrated and seamless experience over
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-attracting additional users with more familiar programming languages that result
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-in a worse experience. We understand if you would rather use another language
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-in Godot (see list of supported options above),
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-but we strongly encourage you to try it and see the benefits for yourself.
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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 simple and easy to
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-learn. Takes at most a day or two to get comfortable and it's easy
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-to see the benefits once you do. Please make 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 in the :ref:`doc_gdscript_more_efficiently`
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-tutorial.
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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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+GDScript is Godot's integrated scripting language. It was built from the ground
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+up to maximize Godot's potential in the least amount of code, affording both novice
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+and expert developers alike to capitalize on Godot's strengths as fast as possible.
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+If you've ever written anything in a language like Python before then you'll feel
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+right at home. For examples, history, and a complete overview of the power GDScript
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+offers you, check out the `GDScript scripting guide <gdscript_basics>`_.
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+
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+There are several reasons to use GDScript--especially when you are prototyping, in
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+alpha/beta stages of your project, or are not creating the next AAA title--but the
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+most salient reason is the overall **reduction of complexity.**
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+
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+The original intent of creating a tightly integrated, custom scripting language for
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+Godot was two-fold: first, it reduces the amount of time necessary to get up and running
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+with Godot, giving developers a rapid way of exposing themselves to the engine with a
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+focus on productivity; second, it reduces the overall burden of maintenance, attenuates
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+the dimensionality of issues, and allows the developers of the engine to focus on squashing
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+bugs and improving features related to the engine core--rather than spending a lot of time
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+trying to get a small set of incremental features working across a large set of languages.
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+
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+Since Godot is an open-source project, it was imperative from the start to prioritize a
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+more integrated and seamless experience over attracting additional users by supporting
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+more familiar programming languages--especially when supporting those more familiar
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+languages would result in a worse experience. We understand if you would rather use
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+another language in Godot (see list of supported options above). That being said, if
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+you haven't given GDScript a try, try it for **three days**. Just like Godot,
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+once you see how powerful it is and rapid your development becomes, we think GDScript
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+will grow on you.
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+
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+More information about getting comfortable with GDScript or dynamically typed
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+languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial.
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+
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+What were the motivations behind creating GDScript?
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-----------------------------------------------------------------------
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-The main reasons are:
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+The main reasons for creating a custom scripting language for Godot were:
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-1. No good thread support in most script VMs, and Godot uses threads
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+1. Poor 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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+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, 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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+3. Many existing languages have horrible interfaces for binding to C++, resulting in large amount of
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+ code, bugs, bottlenecks, and general inefficiency (Lua, Python,
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+ Squirrel, JS, etc.) We wanted to focus on a great engine, not a great amount 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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JS, AS, etc.).
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@@ -125,77 +141,56 @@ The main reasons are:
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completion, live editing, etc. (all of them). This is well
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supported by GDScript.
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-GDScript was designed to solve the issues above, and performs well
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-in all the above scenarios. Please learn GDScript and enjoy a
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-smooth integration of scripting with the game engine (yes, it's a
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-rare but 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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-I want to extend Godot. What are my options for creating plugins?
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------------------------------------------------------------------
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-
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-For creating Godot Editor plugins look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts.
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-
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-Additional languages could be added via PluginScript or the more low-level NativeScript.
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+GDScript was designed to curtail the issues above and more.
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-If you want to add a certain native library, your best bet is GDNative and custom C++ modules.
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+What type of 3D model formats does Godot support?
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+------------------------------------
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-Also see the official blog posts on these topics:
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+Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax).
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-* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
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-* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_
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+If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_.
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-You can also take a look at the GDScript implementation,
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-the Godot modules as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
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-
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-Why is FBX not supported for import?
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-------------------------------------
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+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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that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
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-provided by Godot.
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-
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-That said, Godot's Collada support is 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 using 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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-Also, glTF support was added in Godot 3.0.
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-
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-FBX support could still be provided by third parties as a plugin. (See Plugins question above.)
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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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Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in Godot?
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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 over every 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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+The aim of Godot is to create a free and open-source MIT-licensed engine that
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+is modular and extendable. There are no plans for the core engine development
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+community to support any third-party, closed-source/proprietary SDKs, as integrating
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+with these would go against Godot's ethos.
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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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+That said, because Godot is open-source and modular, nothing prevents you or
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+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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-To see how support for your SDK of choice could still be provided, look at the Plugins question above.
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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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+
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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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+Godot is not owned by one person; it belongs to the community, and it grows along
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+with ambitious community contributors like you.
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How should assets be created to handle multiple resolutions and aspect ratios?
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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 and DPIs.
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+This question pops up often and it's probably thanks to the misunderstanding
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+created by Apple when they originally doubled the resolution of their devices.
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+It made people think that having the same assets in different resolutions was a
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+good idea, so many continued towards that path. That originally worked to a
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+point and only for Apple devices, but then several Android and Apple devices
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+with different resolutions and aspect ratios were created, with a very wide
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+range of sizes and DPIs.
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-The most common and proper way to achieve this is to, instead, 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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-Camera XFov or YFov.
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+The most common and proper way to achieve this is to, instead, use a single
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+base resolution for the game and only handle different screen aspect ratios.
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+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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@@ -225,64 +220,68 @@ devices with tiny screens (fewer than 300 pixels in width), you can use
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the export option to shrink images, and set that build to be used for
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certain screen sizes in the App Store or Google Play.
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-I have a great idea that will make Godot better. What do you think?
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+How can I extend Godot?
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+-----------------------------------------------------------------
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+
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+For extending Godot, like creating Godot Editor plugins or adding support
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+for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>`
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+and tool scripts.
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+
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+Also see the official blog posts on these topics:
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+
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+* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
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+* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_
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+
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+You can also take a look at the GDScript implementation, the Godot modules,
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+as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
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+This would be a good starting point to see how another third-party library
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+integrates with Godot.
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+
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+I would like to contribute! How can I get started?
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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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+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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+
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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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+guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes.
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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 another 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 who prefer it
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+I have a great idea for Godot. How can I share it?
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+-------------------------------------------------------------------
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-Godot 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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+It might be tempting to want to bring ideas to Godot, like ones that
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+result in massive core changes, some sort of mimicry of what another
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+game engine does, or alternative workflows that you'd like built into
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+the editor. These are great and we are thankful to have such motivated
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+people want to contribute, but Godot's focus is and always will be the
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+core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_,
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+`squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_,
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+and conversations between Godot community members.
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+
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+Most developers in the Godot community will be more interested to learn
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+about things like:
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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 concepts that were difficult to understand while learning the software.
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- The parts of your workflow you would like to see optimized.
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-- Parts where you missed clear tutorials or where the documentation wasn't up to par.
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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 and vaguely are:
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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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+- Parts where you missed clear tutorials or where the documentation wasn't clear.
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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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+Please don't feel like your ideas for Godot are unwelcome. Instead,
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+try to reformulate them as a problem first, so developers and the community
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+have a functional foundation to ground your ideas on.
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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. Be specific and concrete.
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+A good way to approach sharing your ideas and problems with the community
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+is as a set of user stories. Explain what you are trying to do, what behavior
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+you expect to happen, and then what behavior actually happened. Framing problems
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+and ideas this way will help the whole community stay focused on improving
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+developer experiences as a whole.
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-Bonus points for bringing screenshots, concrete numbers, test cases or example projects (if applicable).
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+Bonus points for bringing screenshots, concrete numbers, test cases, or example
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+projects (if applicable).
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How can I support Godot development or contribute?
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--------------------------------------------------
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