mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Change all usages of "run-time" to "runtime"
This commit is contained in:
@@ -8,7 +8,7 @@ Introduction
|
||||
|
||||
**GDExtension** is a Godot-specific technology that lets the engine interact with
|
||||
native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
|
||||
at run-time. You can use it to run native code without compiling it with the engine.
|
||||
at runtime. You can use it to run native code without compiling it with the engine.
|
||||
|
||||
.. note:: GDExtension is *not* a scripting language and has no relation to
|
||||
:ref:`GDScript <doc_gdscript>`.
|
||||
@@ -50,7 +50,7 @@ Also:
|
||||
languages.
|
||||
- You can use the same compiled GDExtension library in the editor and exported
|
||||
project. With C++ modules, you have to recompile all the export templates you
|
||||
plan to use if you require its functionality at run-time.
|
||||
plan to use if you require its functionality at runtime.
|
||||
- GDExtension only requires you to compile your library, not the whole engine.
|
||||
That's unlike C++ modules, which are statically compiled into the engine.
|
||||
Every time you change a module, you need to recompile the engine. Even with
|
||||
|
||||
@@ -38,7 +38,7 @@ While the main disadvantages are:
|
||||
statically typed languages only appear while running the code
|
||||
(because expression parsing is more strict).
|
||||
- Less flexibility for code-completion (some variable types are only
|
||||
known at run-time).
|
||||
known at runtime).
|
||||
|
||||
This, translated to reality, means that Godot used with GDScript is a combination
|
||||
designed to create games quickly and efficiently. For games that are very
|
||||
|
||||
Reference in New Issue
Block a user