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@@ -86,7 +86,7 @@ When you are done editing a file you have to save it. Select <kbd>File ▸ Save<
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## Setting up the project
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## Setting up the project
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-Before we begin, let's set up several settings for our projects. Open the `game.project` asset from the `Assets Pane` and scroll down to the Display section. Set the `width` and `height` of the project to `1280` and `720` respectively.
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+Before we begin, let's set up several settings for our projects. Open the `game.project` asset from the `Assets Pane` and scroll down to the Display section. Set the `width` and `height` of the project to `1280` and `720` respectively.
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::: sidenote
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::: sidenote
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If your Display's refresh rate is greater than 60 hz then you might want to disable `vsync` and set a frame cap to a value like 60.
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If your Display's refresh rate is greater than 60 hz then you might want to disable `vsync` and set a frame cap to a value like 60.
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@@ -144,7 +144,7 @@ Game objects
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: These are things that exist in the running game. Each game object has a location in 3D space, a rotation and scaling. It doesn't necessarily have to be visible. A game object holds any number of _components_ that adds abilities like graphics (sprites, tilemaps, models, spine models and particle effects), sounds, physics, factories (for spawning) and more. Lua _script components_ can also be added to give a game object behaviors. Each game object that exist in your games has an *id* that you need in order to communicate with it, through message passing.
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: These are things that exist in the running game. Each game object has a location in 3D space, a rotation and scaling. It doesn't necessarily have to be visible. A game object holds any number of _components_ that adds abilities like graphics (sprites, tilemaps, models, spine models and particle effects), sounds, physics, factories (for spawning) and more. Lua _script components_ can also be added to give a game object behaviors. Each game object that exist in your games has an *id* that you need in order to communicate with it, through message passing.
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Collections
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Collections
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-: Collections do not exist by themselves in a running game but are used to enable static naming of game object and at the same time allowing multiple instances of the same game object. In practice, collections are used as containers for game objects and other collections. You can use collections much like "prefabs" or "blueprints" of complex hiearchies of game objects and collections. At startup, the engine loads a main collection and breathes life to anything you have put inside it. By default this is the *main.collection* file in the *main* folder of your project, but you can change that in the project settings.
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+: Collections do not exist by themselves in a running game but are used to enable static naming of game object and at the same time allowing multiple instances of the same game object. In practice, collections are used as containers for game objects and other collections. You can use collections much like prototypes (also known as "prefabs" or "blueprints" in other engines) of complex hiearchies of game objects and collections. At startup, the engine loads a main collection and breathes life to anything you have put inside it. By default this is the *main.collection* file in the *main* folder of your project, but you can change that in the project settings.
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For the time being these description probably suffices. However, a much more comprehensive dive through these things can be found in the [Building blocks manual](/manuals/building-blocks). It is a good idea to visit that manual at a later stage to get a deeper understanding on how things work in Defold.
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For the time being these description probably suffices. However, a much more comprehensive dive through these things can be found in the [Building blocks manual](/manuals/building-blocks). It is a good idea to visit that manual at a later stage to get a deeper understanding on how things work in Defold.
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