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37 changes: 18 additions & 19 deletions tutorials/best_practices/logic_preferences.rst
Original file line number Diff line number Diff line change
Expand Up @@ -63,15 +63,15 @@ either? Let's see an example:
# with .new().
#
# 2. The preloaded value is inaccessible from the Script object alone. As
# such, preloading the value here actually does not benefit anyone.
# such, preloading the value here actually does not provide any benefit.
#
# 3. Because the user exports the value, if this script stored on
# a node in a scene file, the scene instantiation code will overwrite the
# preloaded initial value anyway (wasting it). It's usually better to
# provide null, empty, or otherwise invalid default values for exports.
# provide `null`, empty, or otherwise invalid default values for exports.
#
# 4. It is when one instantiates this script on its own with .new() that
# one will load "office.tscn" rather than the exported value.
# 4. Instantiating the script on its own with .new() triggers
# `load("office.tscn")`, ignoring any value set through the export.
@export var a_building : PackedScene = preload("office.tscn")

# Uh oh! This results in an error!
Expand Down Expand Up @@ -121,12 +121,11 @@ either? Let's see an example:

Preloading allows the script to handle all the loading the moment one loads the
script. Preloading is useful, but there are also times when one doesn't wish
for it. To distinguish these situations, there are a few things one can
consider:
to use it. Here are a few considerations when determining which to use:

1. If one cannot determine when the script might load, then preloading a
resource, especially a scene or script, could result in further loads one
does not expect. This could lead to unintentional, variable-length
resource (especially a scene or script) could result in additional loads
one does not expect. This could lead to unintentional, variable-length
load times on top of the original script's load operations.

2. If something else could replace the value (like a scene's exported
Expand All @@ -142,21 +141,21 @@ consider:
perhaps not even initialized until later).

2. If the script requires a great many dependencies, and one does not wish
to consume so much memory, then one may wish to, load and unload various
to consume so much memory, then one may wish to load and unload various
dependencies at runtime as circumstances change. If one preloads
resources into constants, then the only way to unload these resources
would be to unload the entire script. If they are instead loaded
properties, then one can set them to ``null`` and remove all references
to the resource entirely (which, as a
as properties, then one can set these properties to ``null`` and remove
all references to the resource (which, as a
:ref:`RefCounted <class_RefCounted>`-extending type, will cause the
resources to delete themselves from memory).

Large levels: static vs. dynamic
--------------------------------

If one is creating a large level, which circumstances are most appropriate?
Should they create the level as one static space? Or should they load the
level in pieces and shift the world's content as needed?
Is it better to create the level as one static space? Or is it better to load
the level in pieces and shift the world's content as needed?

Well, the simple answer is, "when the performance requires it." The
dilemma associated with the two options is one of the age-old programming
Expand All @@ -173,21 +172,21 @@ creation/loading and deletion/unloading of resources and nodes in real-time.
Games with large and varied environments or procedurally generated
elements often implement these strategies to avoid wasting memory.

On the flip side, coding a dynamic system is more complex, i.e. uses more
programmed logic, which results in opportunities for errors and bugs. If one
On the flip side, coding a dynamic system is more complex; it uses more
programmed logic which results in opportunities for errors and bugs. If one
isn't careful, they can develop a system that bloats the technical debt of
the application.

As such, the best options would be...

1. To use a static level for smaller games.
1. Use static levels for smaller games.

2. If one has the time/resources on a medium/large game, create a library or
plugin that can code the management of nodes and resources. If refined
over time, so as to improve usability and stability, then it could evolve
plugin that can manage nodes and resources with code. If refined
over time so as to improve usability and stability, then it could evolve
into a reliable tool across projects.

3. Code the dynamic logic for a medium/large game because one has the coding
3. Use dynamic logic for a medium/large game because one has the coding
skills, but not the time or resources to refine the code (game's
gotta get done). Could potentially refactor later to outsource the code
into a plugin.
Expand Down