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@@ -63,7 +63,7 @@ systems with Linux, like the Raspberry Pi.
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The Godot team can't provide an open source console export due to the licensing
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terms imposed by console manufacturers. Regardless of the engine you use,
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though, releasing games on consoles is always a lot of work. You can read more
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on that here: :ref:`doc_consoles`
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about :ref:`doc_consoles`.
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For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
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and :ref:`compiling Godot yourself <toc-devel-compiling>`.
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@@ -89,7 +89,7 @@ discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
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great way to start your troubleshooting.
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As for new languages, support is possible via third parties with GDExtensions. (See the question
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about plugins below.) Work is currently underway, for example, on unofficial bindings for Godot
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about plugins below). Work is currently underway, for example, on unofficial bindings for Godot
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to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
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.. _doc_faq_what_is_gdscript:
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@@ -113,12 +113,12 @@ Godot was two-fold: first, it reduces the amount of time necessary to get up and
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with Godot, giving developers a rapid way of exposing themselves to the engine with a
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focus on productivity; second, it reduces the overall burden of maintenance, attenuates
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the dimensionality of issues, and allows the developers of the engine to focus on squashing
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bugs and improving features related to the engine core--rather than spending a lot of time
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bugs and improving features related to the engine core, rather than spending a lot of time
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trying to get a small set of incremental features working across a large set of languages.
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Since Godot is an open source project, it was imperative from the start to prioritize a
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more integrated and seamless experience over attracting additional users by supporting
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more familiar programming languages--especially when supporting those more familiar
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more familiar programming languages, especially when supporting those more familiar
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languages would result in a worse experience. We understand if you would rather use
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another language in Godot (see the list of supported options above). That being said, if
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you haven't given GDScript a try, try it for **three days**. Just like Godot,
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@@ -135,7 +135,7 @@ In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting
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language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented
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system (by using fallbacks) was complex and slow and took an enormous
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amount of code. After some experiments with `Python <https://www.python.org>`__,
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it also proved difficult to embed.
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that also proved difficult to embed.
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The main reasons for creating a custom scripting language for Godot were:
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@@ -145,7 +145,7 @@ The main reasons for creating a custom scripting language for Godot were:
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the way Godot works is highly inefficient (Lua, Python, JavaScript).
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3. Many existing languages have horrible interfaces for binding to C++, resulting in a
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large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python,
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Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great number
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Squirrel, JavaScript, etc.). We wanted to focus on a great engine, not a great number
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of integrations.
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4. No native vector types (vector3, matrix4, etc.), resulting in highly
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reduced performance when using custom types (Lua, Python, Squirrel,
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@@ -153,8 +153,7 @@ The main reasons for creating a custom scripting language for Godot were:
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5. Garbage collector results in stalls or unnecessarily large memory
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usage (Lua, Python, JavaScript, ActionScript, etc.).
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6. Difficulty integrating with the code editor for providing code
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completion, live editing, etc. (all of them). This is well-supported
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by GDScript.
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completion, live editing, etc. (all of them).
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GDScript was designed to curtail the issues above, and more.
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@@ -257,7 +256,7 @@ Why does Godot use Vulkan or OpenGL instead of Direct3D?
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Godot aims for cross-platform compatibility and open standards first and
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foremost. OpenGL and Vulkan are the technologies that are both open and
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available (nearly) on all platforms. Thanks to this design decision, a project
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available on (nearly) all platforms. Thanks to this design decision, a project
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developed with Godot on Windows will run out of the box on Linux, macOS, and
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more.
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@@ -267,7 +266,7 @@ on all platforms allows for greater consistency with fewer platform-specific
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issues.
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In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for
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the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering
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Xbox), but Vulkan and OpenGL will remain the default rendering
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backends on all platforms, including Windows.
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Why does Godot aim to keep its core feature set small?
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@@ -299,7 +298,7 @@ There are several reasons for this:
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- **Keeping the binary size small for export templates.** This directly impacts the
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size of projects exported with Godot. On mobile and web platforms, keeping
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file sizes low is primordial to ensure fast installation and loading on
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file sizes low is important to ensure fast installation and loading on
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underpowered devices. Again, there are many countries where high-speed
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Internet is not readily available. To add to this, strict data usage caps are
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often in effect in those countries.
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