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Clarify that GDScript is not based on Python
This also fixes capitalization where "GDscript" was used instead of "GDScript". This closes #4378.
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@@ -95,7 +95,7 @@ What is GDScript and why should I use it?
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GDScript is Godot's integrated scripting language. It was built from the ground
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up to maximize Godot's potential in the least amount of code, affording both novice
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and expert developers alike to capitalize on Godot's strengths as fast as possible.
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If you've ever written anything in a language like Python before then you'll feel
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If you've ever written anything in a language like Python before, then you'll feel
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right at home. For examples and a complete overview of the power GDScript offers
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you, check out the :ref:`GDScript scripting guide <doc_gdscript>`.
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@@ -126,11 +126,11 @@ languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial.
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What were the motivations behind creating GDScript?
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---------------------------------------------------
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In the early days, the engine used the `Lua <https://www.lua.org>`__
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scripting language. Lua is fast, but creating bindings to an object
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oriented system (by using fallbacks) was complex and slow and took an
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enormous amount of code. After some experiments with
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`Python <https://www.python.org>`__, it also proved difficult to embed.
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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
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oriented 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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The main reasons for creating a custom scripting language for Godot were:
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@@ -300,7 +300,7 @@ Scripting
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- :ref:`High-level interpreted language <doc_gdscript>` with
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:ref:`optional static typing <doc_gdscript_static_typing>`.
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- Syntax inspired by Python.
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- Syntax inspired by Python. However, GDScript is **not** based on Python.
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- Syntax highlighting is provided on GitHub.
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- :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions
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or make use of multiple processor cores.
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@@ -76,11 +76,11 @@ there is an import plugin for it. Or you can create one, like the `Tiled
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Map Importer <https://github.com/vnen/godot-tiled-importer>`__.
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That is also partly why Godot offers its own programming languages
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GDscript and VisualScript, along with C#. They're designed for the needs
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GDScript and VisualScript, along with C#. They're designed for the needs
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of game developers and game designers, and they're tightly integrated in
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the engine and the editor.
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GDscript lets you write simple code using Python-like syntax,
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GDScript lets you write simple code using an indentation-based syntax,
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yet it detects types and offers a static language's quality of auto-completion.
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It is also optimized for gameplay code with built-in types like Vectors and Colors.
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@@ -41,7 +41,8 @@ Build pipeline integration
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If you have hundreds of model files, you don't want your artists to waste time
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manually exporting their blend files. To combat this, the exporter provides a
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python function ``io_scene_godot.export(out_file_path)`` that can be called to
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Python function ``io_scene_godot.export(out_file_path)`` that can be called to
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export a file. This allows easy integration with other build systems. An
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example Makefile and python script that exports all the blends in a directory
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are present in the Godot-Blender-exporter repository.
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example Makefile and Python script that exports all the blends in a directory
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are present in the
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`godot-blender-exporter repository <https://github.com/godotengine/godot-blender-exporter>`__.
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@@ -52,7 +52,7 @@ must be used.
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Use the following code in 2D:
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.. tabs::
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.. code-tab:: gdscript GDscript
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.. code-tab:: gdscript GDScript
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func _physics_process(delta):
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var space_rid = get_world_2d().space
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@@ -7,11 +7,12 @@ Introduction
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------------
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*GDScript* is a high-level, dynamically typed programming language used to
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create content. It uses a syntax similar to
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`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
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(blocks are indent-based and many keywords are similar). Its goal is
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to be optimized for and tightly integrated with Godot Engine, allowing great
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flexibility for content creation and integration.
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create content. It uses an indentation-based syntax similar to languages like
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`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_.
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Its goal is to be optimized for and tightly integrated with Godot Engine,
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allowing great flexibility for content creation and integration.
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GDScript is entirely independent from Python and is not based on it.
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History
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~~~~~~~
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