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Merge pull request #6907 from puchik/faq-dod-rewrite

FAQ DOD section: rephrase text and fix some grammar
Max Hilbrunner 2 years ago
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f886bcb463
1 changed files with 11 additions and 12 deletions
  1. 11 12
      about/faq.rst

+ 11 - 12
about/faq.rst

@@ -532,26 +532,25 @@ removed at run-time to dynamically add and remove behaviors.
 More information about Godot's design choices can be found in
 More information about Godot's design choices can be found in
 `this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.
 `this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.
 
 
-Why does Godot not force users to implement DoD (Data-oriented Design)?
+Why does Godot not force users to implement DOD (Data-Oriented Design)?
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-While Godot internally for a lot of the heavy performance tasks attempts
-to use cache coherency as well as possible, we believe most users don't
-really need to be forced to use DoD practices.
+While Godot internally attempts to use cache coherency as much as possible,
+we believe users don't need to be forced to use DOD practices.
 
 
-DoD is mostly a cache coherency optimization that can only gain you
+DOD is mostly a cache coherency optimization that can only provide
 significant performance improvements when dealing with dozens of
 significant performance improvements when dealing with dozens of
-thousands of objects (which are processed every frame with little
-modification). As in, if you are moving a few hundred sprites or enemies
-per frame, DoD won't help you, and you should consider a different approach
-to optimization.
+thousands of objects which are processed every frame with little
+modification. That is, if you are moving a few hundred sprites or enemies
+per frame, DOD won't result in a meaningful improvement in performance. In
+such a case, you should consider a different approach to optimization.
 
 
 The vast majority of games do not need this and Godot provides handy helpers
 The vast majority of games do not need this and Godot provides handy helpers
 to do the job for most cases when you do.
 to do the job for most cases when you do.
 
 
-If a game that really needs to process such large amount of objects is
-needed, our recommendation is to use C++ and GDExtension for the high
-performance parts and GDScript (or C#) for the rest of the game.
+If a game needs to process such a large amount of objects, our recommendation 
+is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#)
+for the rest of the game.
 
 
 How can I support Godot development or contribute?
 How can I support Godot development or contribute?
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