Fix punctuation and wording in FAQ (#6905)

A few minor improvements
This commit is contained in:
John Veness
2023-03-09 03:56:49 +00:00
committed by GitHub
parent 2d4d1b4196
commit 1112060bf9

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