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Merge pull request #6770 from Calinou/update-faq

Update FAQ for Godot 4.0
Max Hilbrunner 2 years ago
parent
commit
f09e42639a

+ 21 - 29
about/faq.rst

@@ -9,7 +9,7 @@ Frequently asked questions
 What can I do with Godot? How much does it cost? What are the license terms?
 ----------------------------------------------------------------------------
 
-Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_
+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."
 
@@ -43,6 +43,7 @@ Which platforms are supported by Godot?
 * macOS
 * Linux, \*BSD
 * Android (experimental)
+* `Web <https://editor.godotengine.org/>`__ (experimental)
 
 **For exporting your games:**
 
@@ -54,14 +55,15 @@ Which platforms are supported by Godot?
 * Web
 
 Both 32- and 64-bit binaries are supported where it makes sense, with 64
-being the default.
+being the default. Official macOS builds support Apple Silicon natively as well as x86_64.
 
 Some users also report building and using Godot successfully on ARM-based
 systems with Linux, like the Raspberry Pi.
 
-Additionally, there is some unofficial third-party work being done on building
-for some consoles. However, none of this is included in the default build
-scripts or export templates at this time.
+The Godot team can't provide an open source console export due to the licensing
+terms imposed by console manufacturers. Regardless of the engine you use,
+though, releasing games on consoles is always a lot of work. You can read more
+on that here: :ref:`doc_consoles`
 
 For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
 and :ref:`compiling Godot yourself <toc-devel-compiling>`.
@@ -81,7 +83,7 @@ way of developing your games.
 
 Note that C# support is still relatively new, and as such, you may encounter some
 issues along the way. Our friendly and hard-working development community is always
-ready to tackle new problems as they arise, but since this is an open-source project,
+ready to tackle new problems as they arise, but since this is an open source project,
 we recommend that you first do some due diligence yourself. Searching through
 discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
 great way to start your troubleshooting.
@@ -102,8 +104,8 @@ If you've ever written anything in a language like Python before, then you'll fe
 right at home. For examples and a complete overview of the power GDScript offers
 you, check out the :ref:`GDScript scripting guide <doc_gdscript>`.
 
-There are several reasons to use GDScript--especially when you are prototyping, in
-alpha/beta stages of your project, or are not creating the next AAA title--but the
+There are several reasons to use GDScript, especially when you are prototyping, in
+alpha/beta stages of your project, or are not creating the next AAA title. The
 most salient reason is the overall **reduction of complexity**.
 
 The original intent of creating a tightly integrated, custom scripting language for
@@ -114,7 +116,7 @@ the dimensionality of issues, and allows the developers of the engine to focus o
 bugs and improving features related to the engine core--rather than spending a lot of time
 trying to get a small set of incremental features working across a large set of languages.
 
-Since Godot is an open-source project, it was imperative from the start to prioritize a
+Since Godot is an open source project, it was imperative from the start to prioritize a
 more integrated and seamless experience over attracting additional users by supporting
 more familiar programming languages--especially when supporting those more familiar
 languages would result in a worse experience. We understand if you would rather use
@@ -159,37 +161,27 @@ GDScript was designed to curtail the issues above, and more.
 What 3D model formats does Godot support?
 -----------------------------------------
 
-Godot supports the following formats:
-
-- glTF 2.0 *(recommended)*
-- Collada
-- OBJ
-- FBX (static meshes only)
-
-FBX support is the fruit of reverse engineering via the Open Asset Import library.
-However, FBX is proprietary so we recommend using other formats listed above,
-if suitable for your workflow.
-
-You can find more detailed information on supported formats, and how to export
-and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
+You can find detailed information on supported formats, how to export them from
+your 3D DCC, and how to import them for Godot in the
+:ref:`doc_importing_3d_scenes` documentation.
 
 Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
 -----------------------------------------------------------------------------
 
-The aim of Godot is to create a free and open-source MIT-licensed engine that
+The aim of Godot is to create a free and open source MIT-licensed engine that
 is modular and extendable. There are no plans for the core engine development
 community to support any third-party, closed-source/proprietary SDKs, as integrating
 with these would go against Godot's ethos.
 
-That said, because Godot is open-source and modular, nothing prevents you or
+That said, because Godot is open source and modular, nothing prevents you or
 anyone else interested in adding those libraries as a module and shipping your
-game with them--as either open- or closed-source.
+game with them, as either open- or closed-source.
 
 To see how support for your SDK of choice could still be provided, look at the
 Plugins question below.
 
 If you know of a third-party SDK that is not supported by Godot but that offers
-free and open-source integration, consider starting the integration work yourself.
+free and open source integration, consider starting the integration work yourself.
 Godot is not owned by one person; it belongs to the community, and it grows along
 with ambitious community contributors like you.
 
@@ -388,7 +380,7 @@ information.
 I would like to contribute! How can I get started?
 --------------------------------------------------
 
-Awesome! As an open-source project, Godot thrives off of the innovation and
+Awesome! As an open source project, Godot thrives off of the innovation and
 the ambition of developers like you.
 
 The best way to start contributing to Godot is by using it and reporting
@@ -419,13 +411,13 @@ There may be other, perhaps better, ways to achieve the desired result that comm
 could suggest. And you can learn if other users experience the same issue, and figure out
 a good solution together.
 
-If you come up with a well-defined idea for the engine, feel free to open a 
+If you come up with a well-defined idea for the engine, feel free to open a
 `proposal issue <https://github.com/godotengine/godot-proposals/issues>`_.
 Try to be specific and concrete while describing your problem and your proposed
 solution — only actionable proposals can be considered. It is not required, but
 if you want to implement it yourself, that's always appreciated!
 
-If you only have a general idea without specific details, you can open a 
+If you only have a general idea without specific details, you can open a
 `proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_.
 These can be anything you want, and allow for a free-form discussion in search of
 a solution. Once you find one, a proposal issue can be opened.

+ 3 - 3
community/asset_library/submitting_to_assetlib.rst

@@ -169,13 +169,13 @@ is required in the submission form here as well.
     The URL to your asset's icon (which will be used as a thumbnail
     in the AssetLib search results and on the asset's page). Should be an image
     in either the PNG or JPG format.
-    
+
     The **icon** must be square (1:1 aspect ratio). It should have a minimum
     resolution of 128×128 pixels.
-  
+
 * **License**:
     The license under which you are distributing the asset. The list
-    includes a variety of free and open-source software licenses, such as GPL
+    includes a variety of free and open source software licenses, such as GPL
     (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
     for a detailed description of each of the listed licenses.
 * **Description**:

+ 1 - 1
community/asset_library/what_is_assetlib.rst

@@ -15,7 +15,7 @@ as paid, commercial ones. In addition, often times such assets are distributed
 under non-free, proprietary licenses, limiting what you can do with them.
 
 The Asset Library is different - all assets are distributed free of charge, and under
-a host of open-source licenses (such as the MIT license, the GPL, and the Boost Software License).
+a host of open source licenses (such as the MIT license, the GPL, and the Boost Software License).
 This makes the AssetLib more similar to the software repositories of a Linux distribution.
 
 This set of pages will cover how to use the AssetLib (both from inside Godot, and on the

+ 1 - 1
contributing/ways_to_contribute.rst

@@ -56,7 +56,7 @@ Contributing code
 The possibility to study, use, modify and redistribute modifications of the
 engine's source code are the fundamental rights that
 Godot's `MIT <https://tldrlegal.com/license/mit-license>`_ license grants you,
-making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_.
+making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_.
 
 As such, everyone is entitled to modify
 `Godot's source code <https://github.com/godotengine/godot>`_, and send those

+ 1 - 1
getting_started/first_3d_game/02.player_input.rst

@@ -51,7 +51,7 @@ You can rename it to ``Character``.
 
 .. note::
 
-    The ``.glb`` files contain 3D scene data based on the open-source GLTF 2.0
+    The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0
     specification. They're a modern and powerful alternative to a proprietary format
     like FBX, which Godot also supports. To produce these files, we designed the
     model in `Blender 3D <https://www.blender.org/>`__ and exported it to GLTF.

+ 3 - 3
getting_started/introduction/first_look_at_the_editor.rst

@@ -25,7 +25,7 @@ ones, and more.
 .. image:: img/editor_intro_project_manager.webp
 
 At the top of the window, there is another tab named "Templates". You can search
-for demo projects in the open-source asset library, which includes many projects
+for demo projects in the open source asset library, which includes many projects
 developed by the community.
 
 .. seealso:: To learn the project manager's ins and outs, read
@@ -120,7 +120,7 @@ auto-completion, and built-in code reference.
 
 .. image:: img/editor_intro_workspace_script.webp
 
-Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
+Finally, the **AssetLib** is a library of free and open source add-ons, scripts,
 and assets to use in your projects.
 
 .. image:: img/editor_intro_workspace_assetlib.webp
@@ -139,7 +139,7 @@ signal by any one of the following methods:
 * Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS) anywhere in the editor.
 * Clicking the "Search Help" button in the top-right of the Script main screen.
 * Clicking on the Help menu and Search Help.
-* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, 
+* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
   or built-in variable in the script editor.
 
 

+ 4 - 4
getting_started/introduction/introduction_to_godot.rst

@@ -21,7 +21,7 @@ on desktop or mobile, as well as on the web.
 You can also create console games with it, although you either need strong
 programming skills or a developer to port the game for you.
 
-.. note:: The Godot team can't provide an open-source console export due to the
+.. note:: The Godot team can't provide an open source console export due to the
           licensing terms imposed by console manufacturers. Regardless of the
           engine you use, though, releasing games on consoles is always a lot of
           work. You can read more on that here: :ref:`doc_consoles`.
@@ -31,7 +31,7 @@ What can the engine do?
 
 Godot was initially developed in-house by an Argentinan game studio. Its
 development started in 2001, and the engine was rewritten and improved
-tremendously since its open-source release in 2014.
+tremendously since its open source release in 2014.
 
 Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
 
@@ -39,7 +39,7 @@ Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
 
 .. image:: img/introduction_helms_of_fury.jpg
 
-As for applications, the open-source pixel art drawing program Pixelorama is
+As for applications, the open source pixel art drawing program Pixelorama is
 powered by Godot, and so is the voxel RPG creator RPG in a box.
 
 .. image:: img/introduction_rpg_in_a_box.png
@@ -82,7 +82,7 @@ engine. You can use this technology to integrate third-party libraries and other
 Software Development Kits (SDK) in the engine.
 
 Of course, you can also directly add modules and features to the engine, as it's
-completely free and open-source.
+completely free and open source.
 
 .. doc_learning_programming
 

+ 3 - 0
tutorials/platform/consoles.rst

@@ -28,6 +28,9 @@ to a console platform is as follows:
 Due to the complexity of the process, the budget to publish a game by yourself on a
 single console often exceeds $1,000 (this is a rough figure).
 
+You can read more about the console publishing process in this article:
+`Godot and consoles, all you need to know <https://godotengine.org/article/godot-consoles-all-you-need-know/>`__
+
 Official support
 ----------------