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@@ -9,7 +9,7 @@ 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 and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_
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+Godot is `Free and open source Software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_
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available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is
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free as in "free speech" as well as in "free beer."
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@@ -43,6 +43,7 @@ Which platforms are supported by Godot?
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* macOS
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* Linux, \*BSD
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* Android (experimental)
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+* `Web <https://editor.godotengine.org/>`__ (experimental)
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**For exporting your games:**
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@@ -54,14 +55,15 @@ Which platforms are supported by Godot?
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* Web
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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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+being the default. Official macOS builds support Apple Silicon natively as well as x86_64.
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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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-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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+The Godot team can't provide an open source console export due to the licensing
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+terms imposed by console manufacturers. Regardless of the engine you use,
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+though, releasing games on consoles is always a lot of work. You can read more
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+on that here: :ref:`doc_consoles`
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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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@@ -81,7 +83,7 @@ way of developing your games.
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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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+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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@@ -102,8 +104,8 @@ If you've ever written anything in a language like Python before, then you'll fe
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right at home. For examples and a complete overview of the power GDScript offers
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you, check out the :ref:`GDScript scripting guide <doc_gdscript>`.
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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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+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. The
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most salient reason is the overall **reduction of complexity**.
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The original intent of creating a tightly integrated, custom scripting language for
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@@ -114,7 +116,7 @@ the dimensionality of issues, and allows the developers of the engine to focus o
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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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-Since Godot is an open-source project, it was imperative from the start to prioritize a
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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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@@ -159,37 +161,27 @@ GDScript was designed to curtail the issues above, and more.
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What 3D model formats does Godot support?
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-----------------------------------------
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-Godot supports the following formats:
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-
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-- glTF 2.0 *(recommended)*
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-- Collada
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-- OBJ
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-- FBX (static meshes only)
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-
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-FBX support is the fruit of reverse engineering via the Open Asset Import library.
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-However, FBX is proprietary so we recommend using other formats listed above,
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-if suitable for your workflow.
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-
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-You can find more detailed information on supported formats, and how to export
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-and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
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+You can find detailed information on supported formats, how to export them from
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+your 3D DCC, and how to import them for Godot in the
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+:ref:`doc_importing_3d_scenes` documentation.
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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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-The aim of Godot is to create a free and open-source MIT-licensed engine that
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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 Godot is open-source and modular, nothing prevents you or
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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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+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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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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-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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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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@@ -388,7 +380,7 @@ information.
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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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+Awesome! As an open source project, Godot thrives off of the innovation and
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the ambition of developers like you.
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The best way to start contributing to Godot is by using it and reporting
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@@ -419,13 +411,13 @@ There may be other, perhaps better, ways to achieve the desired result that comm
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could suggest. And you can learn if other users experience the same issue, and figure out
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a good solution together.
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-If you come up with a well-defined idea for the engine, feel free to open a
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+If you come up with a well-defined idea for the engine, feel free to open a
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`proposal issue <https://github.com/godotengine/godot-proposals/issues>`_.
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Try to be specific and concrete while describing your problem and your proposed
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solution — only actionable proposals can be considered. It is not required, but
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if you want to implement it yourself, that's always appreciated!
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-If you only have a general idea without specific details, you can open a
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+If you only have a general idea without specific details, you can open a
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`proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_.
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These can be anything you want, and allow for a free-form discussion in search of
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a solution. Once you find one, a proposal issue can be opened.
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