Nuke GDNative from docs

This commit is contained in:
Max Hilbrunner
2022-10-15 23:53:50 +02:00
parent 2fbc5c7d48
commit 3765e1ca51
39 changed files with 32 additions and 1509 deletions

View File

@@ -154,7 +154,7 @@ will be able to work as fast as possible.
Godot usually takes care of such low-level details for you. For example, the
Server APIs make sure data is optimized for caching already for things like
rendering and physics. Still, you should be especially aware of caching when
using :ref:`GDNative <toc-tutorials-gdnative>`.
writing GDExtensions.
Languages
=========
@@ -198,7 +198,7 @@ C++
Godot is written in C++. Using C++ will usually result in the fastest code.
However, on a practical level, it is the most difficult to deploy to end users'
machines on different platforms. Options for using C++ include
:ref:`GDNative <toc-tutorials-gdnative>` and
GDExtensions and
:ref:`custom modules <doc_custom_modules_in_c++>`.
Threads
@@ -225,10 +225,10 @@ SceneTree
Although Nodes are an incredibly powerful and versatile concept, be aware that
every node has a cost. Built-in functions such as `_process()` and
`_physics_process()` propagate through the tree. This housekeeping can reduce
performance when you have a very large numbers of nodes (how many exactly
depends on the target platform and can range from thousands to tens of
thousands so ensure that you profile performance on all target platforms
`_physics_process()` propagate through the tree. This housekeeping can reduce
performance when you have a very large numbers of nodes (how many exactly
depends on the target platform and can range from thousands to tens of
thousands so ensure that you profile performance on all target platforms
during development).
Each node is handled individually in the Godot renderer. Therefore, a smaller