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@@ -13,12 +13,12 @@ in a worse experience. We are OK if you would rather not give Godot a
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chance because of this, but we strongly encourage you to try it and see
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the benefits yourself.
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-The official languges for Godot are GDScript and C++.
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+The official languages for Godot are GDScript and C++.
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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 very simple and easy to
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-learn. Takes at much a day or two to get comfortable and it's very easy
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-to see the benefits once you do. Please do the effort to learn
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+learn. Takes at most a day or two to get comfortable and it's very easy
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+to see the benefits once you do. Please do the effort to learn
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GDScript, you will not regret it.
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Godot C++ API is also efficient and easy to use (the entire Godot
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@@ -32,7 +32,8 @@ 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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More information about getting comfortable with GDScript or dynamically
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-typed languages can be found [here](tutorial_gdscript_efficiently).
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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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For the more technically versed, proceed to the next item.
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@@ -42,17 +43,17 @@ I don't believe you. What are the technical reasons for the item above?
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The main reasons are:
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1. No good thread support in most script VMs, and Godot uses threads
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- (Lua, Python, Squirrel, JS, AS, etc)
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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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- the way Godot works is highly inefficient (lua, Python, JS)
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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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-4. No native vector types (vector3,matrix4,etc), resulting in highly
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+ Squirrel, JS, etc.)
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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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+ JS, AS, etc.)
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5. Garbage collector results in stalls or unnecessarily large memory
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- usage (Lua, Python, JS, AS, etc)
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+ usage (Lua, Python, JS, AS, etc.)
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6. Difficulty to integrate with the code editor for providing code
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completion, live editing, etc. (all of them). This is very well
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supported by GDScript.
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@@ -70,13 +71,13 @@ FBX SDK has a very `restrictive license <http://www.blender.org/bf/Autodesk_FBX_
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that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
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provided by Godot.
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-That said, Godot Collada support is really good, please use the
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+That said, Godot's Collada support is really 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 use Blender, take a look at our own
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`Better Collada Exporter <https://godotengine.org/download>`_.
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-Will [Insert closed SDK such as PhysX, Gameworks, etc.] be supported in Godot?
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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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@@ -118,7 +119,7 @@ Cameara XFov or YFov.
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works best. Check the :ref:`doc_multiple_resolutions` tutorial
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on how to achieve this.
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-3. Determine a minimun 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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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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@@ -127,7 +128,7 @@ Cameara XFov or YFov.
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to determine where controls should stay and move. If UIs are more
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complex, consider learning about Containers.
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-And that's it! your game should work in multiple resolutions.
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+And that's it! Your game should work in multiple resolutions.
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If there really is a desire to make your game also work on ancient
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devices with tiny screens (less than 300 pixels in width), you can use
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@@ -144,7 +145,7 @@ ignored by the developers:
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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 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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Developers are always willing to talk to you and listen to your feedback
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@@ -181,7 +182,7 @@ 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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- 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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+- 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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