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@@ -201,6 +201,48 @@ In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for
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the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering
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backends on all platforms, including Windows.
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+Why does Godot aim to keep its core feature set small?
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+------------------------------------------------------
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+
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+Godot intentionally does not include features that can be implemented by add-ons
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+unless they are used very often. One exemple of this would be advanced
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+artificial intelligence functionality.
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+
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+There are several reasons for this:
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+
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+- **Code maintenance and surface for bugs.** Every time we accept new code in
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+ the Godot repository, existing contributors often take the reponsibility of
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+ maintaining it. Some contributors don't always stick around after getting
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+ their code merged, which can make it difficult for us to maintain the code in
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+ question. This can lead to poorly maintained features with bugs that are never
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+ fixed. On top of that, the "API surface" that needs to be tested and checked
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+ for regressions keeps increasing over time.
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+
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+- **Ease of contribution.** By keeping the codebase small and tidy, it can remain
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+ fast and easy to compile from source. This makes it easier for new
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+ contributors to get started with Godot, without requiring them to purchase
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+ high-end hardware.
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+
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+- **Keeping the binary size small for the editor.** Not everyone has a fast Internet
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+ connection. Ensuring that everyone can download the Godot editor, extract it
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+ and run it in less than 5 minutes makes Godot more accessible to developers in
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+ all countries.
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+
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+- **Keeping the binary size small for export templates.** This directly impacts the
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+ size of projects exported with Godot. On mobile and web platforms, keeping
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+ file sizes low is primordial to ensure fast installation and loading on
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+ underpowered devices. Again, there are many countries where high-speed
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+ Internet is not readily available. To add to this, strict data usage caps are
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+ often in effect in those countries.
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+
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+For all the reasons above, we have to be selective of what we can accept as core
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+functionality in Godot. This is why we are aiming to move some core
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+functionality to officially supported add-ons in future versions of Godot. In
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+terms of binary size, this also has the advance of making you pay only for what
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+you actually use in your project. (In the meantime, you can
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+:ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>`
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+to optimize the distribution size of your project.)
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+
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How should assets be created to handle multiple resolutions and aspect ratios?
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