mirror of
https://github.com/godotengine/godot-contributing-docs.git
synced 2025-12-31 05:48:13 +03:00
235 lines
10 KiB
ReStructuredText
235 lines
10 KiB
ReStructuredText
.. _doc_best_practices_for_engine_contributors:
|
|
|
|
Best practices for engine contributors
|
|
======================================
|
|
|
|
Introduction
|
|
------------
|
|
|
|
Godot has a large amount of users who have the ability to contribute because the
|
|
project itself is aimed mainly at users who can code. That being said, not all
|
|
of them have the same level of experience working in large projects or in
|
|
software engineering, which can lead to common misunderstandings and bad
|
|
practices during the process of contributing code to the project.
|
|
|
|
Language
|
|
--------
|
|
|
|
The scope of this document is to be a list of best practices for contributors to
|
|
follow, as well as to create a language they can use to refer to common
|
|
situations that arise in the process of submitting their contributions.
|
|
|
|
While a generalized list of software development best practices might be useful,
|
|
we'll focus on the situations that are most common in our project.
|
|
|
|
Contributions are most of the time categorized as bug fixes, enhancements or new
|
|
features. To abstract this idea, we will call them *Solutions*, because they
|
|
always seek to solve something that can be described as a *Problem*.
|
|
|
|
Best Practices
|
|
--------------
|
|
|
|
#1: The problem always comes first
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Many contributors are extremely creative and just enjoy the process of designing
|
|
abstract data structures, creating nice user interfaces, or simply love
|
|
programming. Whatever the case may be, they come up with cool ideas, which may
|
|
or may not solve real problems.
|
|
|
|
.. image:: img/best_practices1.png
|
|
|
|
These are usually called *solutions in search of a problem*. In an ideal world,
|
|
they would not be harmful but, in reality, code takes time to write, takes up
|
|
space and requires maintenance once it exists. Avoiding the addition of anything
|
|
unnecessary is always considered a good practice in software development.
|
|
|
|
#2: To solve the problem, it has to exist in the first place
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
This is a variation of the previous practice. Adding anything unnecessary is not
|
|
a good idea, but what constitutes what is necessary and what isn't?
|
|
|
|
.. image:: img/best_practices2.png
|
|
|
|
The answer to this question is that the problem needs to *exist* before it can
|
|
be actually solved. It must not be speculation or a belief. The user must be
|
|
using the software as intended to create something they *need*. In this process,
|
|
the user may stumble upon a problem that requires a solution to proceed, or in
|
|
order to achieve greater productivity. In this case, *a solution is needed*.
|
|
|
|
Believing that problems may arise in the future and that the software needs to
|
|
be ready to solve them by the time they appear is called *"Future proofing"* and
|
|
it's characterized by lines of thought such as:
|
|
|
|
- I think it would be useful for users to...
|
|
- I think users will eventually need to...
|
|
|
|
This is generally considered a bad habit because trying to solve problems that
|
|
*don't actually exist* in the present will often lead to code that will be
|
|
written but never used, or that is considerably more complex to use and maintain
|
|
than it needs to be.
|
|
|
|
#3: The problem has to be complex or frequent
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Software is designed to solve problems, but we can't expect it to solve *every
|
|
problem that exists under the sun*. As a game engine, Godot will help you make
|
|
games better and faster, but it won't make an *entire game* for you. A line must
|
|
be drawn somewhere.
|
|
|
|
.. image:: img/best_practices3.png
|
|
|
|
Whether a problem is worth solving is determined by the effort that is required
|
|
to work around it. The required effort depends on:
|
|
|
|
- The complexity of the problem
|
|
- The frequency the problem
|
|
|
|
If the problem is *too complex* for most users to solve, then the software
|
|
should offer a ready-made solution for it. Likewise, if the problem is easy for
|
|
the user to work around, offering such a solution is unnecessary.
|
|
|
|
The exception, however, is when the user encounters a problem *frequently
|
|
enough* that having to do the simple solution every time becomes an annoyance.
|
|
In this case, the software should offer a solution to simplify the use case.
|
|
|
|
It's usually easy to tell if a problem is complex or frequent, but it can be
|
|
difficult. This is why discussing with other developers (next point) is always
|
|
advised.
|
|
|
|
#4: The solution must be discussed with others
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Often, users will be immersed in their own projects when they stumble upon
|
|
problems. These users will naturally try to solve the problem from their
|
|
perspective, thinking only about their own use case. As a result, user proposed
|
|
solutions don't always contemplate all use cases and are often biased towards
|
|
the user's own requirements.
|
|
|
|
.. image:: img/best_practices4.png
|
|
|
|
For developers, the perspective is different. They may find the user's problem
|
|
too unique to justify a solution (instead of a workaround), or they might
|
|
suggest a partial (usually simpler or lower level) solution that applies to a
|
|
wider range of known problems and leave the rest of the solution up to the
|
|
user.
|
|
|
|
In any case, before attempting to contribute, it is important to discuss the
|
|
actual problems with the other developers or contributors, so a better agreement
|
|
on implementation can be reached.
|
|
|
|
The only exception is when an area of code has a clear agreed upon owner, who
|
|
talks to users directly and has the most knowledge to implement a solution
|
|
directly.
|
|
|
|
Also, Godot's philosophy is to favor ease of use and maintenance over absolute
|
|
performance. Performance optimizations will be considered, but they may not
|
|
be accepted if they make something too difficult to use or if they add too much
|
|
complexity to the codebase.
|
|
|
|
#5: To each problem, its own solution
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
For programmers, it is always a most enjoyable challenge to find the most
|
|
optimal solutions to problems. It is possible to go overboard, though.
|
|
Sometimes, contributors will try to come up with solutions that solve as many
|
|
problems as possible.
|
|
|
|
The situation will often take a turn for the worse when, in order to make this
|
|
solution appear even more fantastic and flexible, the pure speculation-based
|
|
problems (as described in #2) also make their appearance on stage.
|
|
|
|
.. image:: img/best_practices5.png
|
|
|
|
The main problem is that, in reality, it rarely works this way. Most of the
|
|
time, writing an individual solution to each problem results in code that
|
|
is simpler and more maintainable.
|
|
|
|
Additionally, solutions that target individual problems are better for the
|
|
users. Targeted solutions allow users find something that does exactly what they
|
|
need, without having to learn a more complex system they will only need for simple
|
|
tasks.
|
|
|
|
Big and flexible solutions also have an additional drawback which is that, over
|
|
time, they are rarely flexible enough for all users. Users end up requesting
|
|
more and more functionality which ends up making the API and codebase
|
|
more and more complex.
|
|
|
|
#6: Cater to common use cases, leave the door open for the rare ones
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
This is a continuation of the previous point, which further explains why this
|
|
way of thinking and designing software is preferred.
|
|
|
|
As mentioned before (in point #2), it is very difficult for us (as human beings
|
|
who design software) to actually understand all future user needs. Trying to
|
|
write very flexible structures that cater to many use cases at once is often a
|
|
mistake.
|
|
|
|
We may come up with something we believe is brilliant, but later find out that
|
|
users will never even use half of it or that they require features that don't
|
|
quite fit into our original design, forcing us to either throw it away
|
|
or make it even more complex.
|
|
|
|
The question is then, how do we design software that both allows users to do
|
|
*what we know they need to do* now and allows them to do *what we don't yet know
|
|
they'll need to do* in the future?
|
|
|
|
.. image:: img/best_practices6.png
|
|
|
|
The answer to this question is that, to ensure users still can do what they want
|
|
to do, we need to give them access to a *low-level API* that they can use to
|
|
achieve what they want, even if it's more work for them because it means
|
|
reimplementing some logic that already exists.
|
|
|
|
In real-life scenarios, these use cases will be at most rare and uncommon
|
|
anyway, so it makes sense a custom solution needs to be written. This is why
|
|
it's important to still provide users the basic building blocks to do it.
|
|
|
|
#7: Prefer local solutions
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
When looking for a solution to a problem, be it implementing a new feature or
|
|
fixing a bug, sometimes the easiest path is to add data or a new function in the
|
|
core layers of code.
|
|
|
|
The main problem here is, adding something to the core layers that will only be
|
|
used from a single location far away will not only make the code more difficult
|
|
to follow (split in two), but also make the core API larger, more complex, more
|
|
difficult to understand in general.
|
|
|
|
This is bad, because readability and cleanness of core APIs is always of extreme
|
|
importance given how much code relies on it, and because it's key for new
|
|
contributors as a starting point to learning the codebase.
|
|
|
|
|
|
.. image:: img/best_practices7.png
|
|
|
|
|
|
A common reason for wanting to do this is that it's usually less code to simply
|
|
add a hack in the core layers.
|
|
|
|
Doing so is not advised. Generally, the code for a solution should be closer to
|
|
where the problem originates, even if it involves additional, duplicated, more
|
|
complex, or less efficient code. More creativity might be needed, but this path
|
|
is always the advised one.
|
|
|
|
#8: Don't use complex canned solutions for simple problems
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Not every problem has a simple solution and, many times, the right choice is to
|
|
use a third-party library to solve the problem.
|
|
|
|
As Godot requires to be shipped in a large amount of platforms, we can't
|
|
link libraries dynamically. Instead, we bundle them in our source tree.
|
|
|
|
.. image:: img/best_practices8.png
|
|
|
|
As a result, we are very picky with what goes in, and we tend to prefer smaller
|
|
libraries (single header ones are our favorite). We will only bundle something
|
|
larger if there is no other choice.
|
|
|
|
Libraries must use a permissive enough license to be included into Godot.
|
|
For more information, see :ref:`doc_licenses`.
|