@@ -149,7 +149,7 @@ The main reasons for creating a custom scripting language for Godot were:
149149 large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python,
150150 Squirrel, JavaScript, etc.). We wanted to focus on a great engine, not a great number
151151 of integrations.
152- 4. No native vector types (vector3, matrix4 , etc.), resulting in highly
152+ 4. No native vector types (Vector3, Transform3D , etc.), resulting in highly
153153 reduced performance when using custom types (Lua, Python, Squirrel,
154154 JavaScript, ActionScript, etc.).
1551555. Garbage collector results in stalls or unnecessarily large memory
@@ -186,6 +186,22 @@ free and open source integration, consider starting the integration work yoursel
186186Godot is not owned by one person; it belongs to the community, and it grows along
187187with ambitious community contributors like you.
188188
189+ How can I extend Godot?
190+ -----------------------
191+
192+ For extending Godot, like creating Godot Editor plugins or adding support
193+ for additional languages, take a look at :ref: `EditorPlugins <doc_making_plugins >`
194+ and tool scripts.
195+
196+ Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:
197+
198+ * `Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions >`_
199+
200+ You can also take a look at the GDScript implementation, the Godot modules,
201+ as well as the `unofficial Python support <https://github.com/touilleMan/godot-python >`_ for Godot.
202+ This would be a good starting point to see how another third-party library
203+ integrates with Godot.
204+
189205How do I install the Godot editor on my system (for desktop integration)?
190206-------------------------------------------------------------------------
191207
@@ -324,20 +340,21 @@ point and only for Apple devices, but then several Android and Apple devices
324340with different resolutions and aspect ratios were created, with a very wide
325341range of sizes and DPIs.
326342
327- The most common and proper way to achieve this is to, instead, use a single
328- base resolution for the game and only handle different screen aspect ratios.
329- This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov.
343+ The most common and proper way to achieve this is to, instead, use a single base
344+ resolution for the game and only handle different screen aspect ratios. This is
345+ mostly needed for 2D, as in 3D, it's just a matter of camera vertical or
346+ horizontal FOV.
330347
3313481. Choose a single base resolution for your game. Even if there are
332- devices that go up to 2K and devices that go down to 400p, regular
349+ devices that go up to 1440p and devices that go down to 400p, regular
333350 hardware scaling in your device will take care of this at little or
334351 no performance cost. The most common choices are either near 1080p
335352 (1920x1080) or 720p (1280x720). Keep in mind the higher the
336353 resolution, the larger your assets, the more memory they will take
337354 and the longer the time it will take for loading.
338355
339- 2. Use the stretch options in Godot; 2D stretching while keeping aspect
340- ratios works best. Check the :ref: `doc_multiple_resolutions ` tutorial
356+ 2. Use the stretch options in Godot; canvas items stretching while keeping
357+ aspect ratios works best. Check the :ref: `doc_multiple_resolutions ` tutorial
341358 on how to achieve this.
342359
3433603. Determine a minimum resolution and then decide if you want your game
@@ -351,27 +368,6 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
351368
352369And that's it! Your game should work in multiple resolutions.
353370
354- If there is a desire to make your game also work on ancient
355- devices with tiny screens (fewer than 300 pixels in width), you can use
356- the export option to shrink images, and set that build to be used for
357- certain screen sizes in the App Store or Google Play.
358-
359- How can I extend Godot?
360- -----------------------
361-
362- For extending Godot, like creating Godot Editor plugins or adding support
363- for additional languages, take a look at :ref: `EditorPlugins <doc_making_plugins >`
364- and tool scripts.
365-
366- Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:
367-
368- * `Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions >`_
369-
370- You can also take a look at the GDScript implementation, the Godot modules,
371- as well as the `unofficial Python support <https://github.com/touilleMan/godot-python >`_ for Godot.
372- This would be a good starting point to see how another third-party library
373- integrates with Godot.
374-
375371When is the next release of Godot out?
376372--------------------------------------
377373
@@ -525,9 +521,9 @@ you are planning to build Godot yourself.
525521Why does Godot not use STL (Standard Template Library)?
526522-------------------------------------------------------
527523
528- Like many other libraries (Qt as an example), Godot does not make use of
529- STL . We believe STL is a great general-purpose library, but we had special
530- requirements for Godot.
524+ Like many other libraries (Qt as an example), Godot does not make use of STL
525+ (with a few exceptions such as threading primitives) . We believe STL is a great
526+ general-purpose library, but we had special requirements for Godot.
531527
532528* STL templates create very large symbols, which results in huge debug binaries. We use few
533529 templates with very short names instead.
@@ -550,14 +546,7 @@ script), but then it will try to recover as gracefully as possible and keep
550546going.
551547
552548Additionally, exceptions significantly increase the binary size for the
553- executable.
554-
555- Why does Godot not enforce RTTI?
556- --------------------------------
557-
558- Godot provides its own type-casting system, which can optionally use RTTI
559- internally. Disabling RTTI in Godot means considerably smaller binary sizes can
560- be achieved, at a little performance cost.
549+ executable and result in increased compile times.
561550
562551Does Godot use an ECS (Entity Component System)?
563552------------------------------------------------
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