mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Update FAQ for Godot 4.0
- Link to Console support in Godot documentation.
- In the Console support in Godot page, link to the
"Godot and consoles, all you need to know" blog post as it contains
additional context.
- Link to Importing 3D scenes documentation directly to avoid copypasting
the answer.
- Replace uses of "open-source" with "open source" for consistency.
This commit is contained in:
@@ -9,7 +9,7 @@ Frequently asked questions
|
||||
What can I do with Godot? How much does it cost? What are the license terms?
|
||||
----------------------------------------------------------------------------
|
||||
|
||||
Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_
|
||||
Godot is `Free and open source Software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_
|
||||
available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is
|
||||
free as in "free speech" as well as in "free beer."
|
||||
|
||||
@@ -43,6 +43,7 @@ Which platforms are supported by Godot?
|
||||
* macOS
|
||||
* Linux, \*BSD
|
||||
* Android (experimental)
|
||||
* `Web <https://editor.godotengine.org/>`__ (experimental)
|
||||
|
||||
**For exporting your games:**
|
||||
|
||||
@@ -54,14 +55,15 @@ Which platforms are supported by Godot?
|
||||
* Web
|
||||
|
||||
Both 32- and 64-bit binaries are supported where it makes sense, with 64
|
||||
being the default.
|
||||
being the default. Official macOS builds support Apple Silicon natively as well as x86_64.
|
||||
|
||||
Some users also report building and using Godot successfully on ARM-based
|
||||
systems with Linux, like the Raspberry Pi.
|
||||
|
||||
Additionally, there is some unofficial third-party work being done on building
|
||||
for some consoles. However, none of this is included in the default build
|
||||
scripts or export templates at this time.
|
||||
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`
|
||||
|
||||
For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
|
||||
and :ref:`compiling Godot yourself <toc-devel-compiling>`.
|
||||
@@ -81,7 +83,7 @@ way of developing your games.
|
||||
|
||||
Note that C# support is still relatively new, and as such, you may encounter some
|
||||
issues along the way. Our friendly and hard-working development community is always
|
||||
ready to tackle new problems as they arise, but since this is an open-source project,
|
||||
ready to tackle new problems as they arise, but since this is an open source project,
|
||||
we recommend that you first do some due diligence yourself. Searching through
|
||||
discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
|
||||
great way to start your troubleshooting.
|
||||
@@ -102,8 +104,8 @@ If you've ever written anything in a language like Python before, then you'll fe
|
||||
right at home. For examples and a complete overview of the power GDScript offers
|
||||
you, check out the :ref:`GDScript scripting guide <doc_gdscript>`.
|
||||
|
||||
There are several reasons to use GDScript--especially when you are prototyping, in
|
||||
alpha/beta stages of your project, or are not creating the next AAA title--but the
|
||||
There are several reasons to use GDScript, especially when you are prototyping, in
|
||||
alpha/beta stages of your project, or are not creating the next AAA title. The
|
||||
most salient reason is the overall **reduction of complexity**.
|
||||
|
||||
The original intent of creating a tightly integrated, custom scripting language for
|
||||
@@ -114,7 +116,7 @@ the dimensionality of issues, and allows the developers of the engine to focus o
|
||||
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
|
||||
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
|
||||
languages would result in a worse experience. We understand if you would rather use
|
||||
@@ -159,37 +161,27 @@ GDScript was designed to curtail the issues above, and more.
|
||||
What 3D model formats does Godot support?
|
||||
-----------------------------------------
|
||||
|
||||
Godot supports the following formats:
|
||||
|
||||
- glTF 2.0 *(recommended)*
|
||||
- Collada
|
||||
- OBJ
|
||||
- FBX (static meshes only)
|
||||
|
||||
FBX support is the fruit of reverse engineering via the Open Asset Import library.
|
||||
However, FBX is proprietary so we recommend using other formats listed above,
|
||||
if suitable for your workflow.
|
||||
|
||||
You can find more detailed information on supported formats, and how to export
|
||||
and import them for Godot :ref:`here <doc_importing_3d_scenes>`.
|
||||
You can find detailed information on supported formats, how to export them from
|
||||
your 3D DCC, and how to import them for Godot in the
|
||||
:ref:`doc_importing_3d_scenes` documentation.
|
||||
|
||||
Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
The aim of Godot is to create a free and open-source MIT-licensed engine that
|
||||
The aim of Godot is to create a free and open source MIT-licensed engine that
|
||||
is modular and extendable. There are no plans for the core engine development
|
||||
community to support any third-party, closed-source/proprietary SDKs, as integrating
|
||||
with these would go against Godot's ethos.
|
||||
|
||||
That said, because Godot is open-source and modular, nothing prevents you or
|
||||
That said, because Godot is open source and modular, nothing prevents you or
|
||||
anyone else interested in adding those libraries as a module and shipping your
|
||||
game with them--as either open- or closed-source.
|
||||
game with them, as either open- or closed-source.
|
||||
|
||||
To see how support for your SDK of choice could still be provided, look at the
|
||||
Plugins question below.
|
||||
|
||||
If you know of a third-party SDK that is not supported by Godot but that offers
|
||||
free and open-source integration, consider starting the integration work yourself.
|
||||
free and open source integration, consider starting the integration work yourself.
|
||||
Godot is not owned by one person; it belongs to the community, and it grows along
|
||||
with ambitious community contributors like you.
|
||||
|
||||
@@ -388,7 +380,7 @@ information.
|
||||
I would like to contribute! How can I get started?
|
||||
--------------------------------------------------
|
||||
|
||||
Awesome! As an open-source project, Godot thrives off of the innovation and
|
||||
Awesome! As an open source project, Godot thrives off of the innovation and
|
||||
the ambition of developers like you.
|
||||
|
||||
The best way to start contributing to Godot is by using it and reporting
|
||||
@@ -419,13 +411,13 @@ There may be other, perhaps better, ways to achieve the desired result that comm
|
||||
could suggest. And you can learn if other users experience the same issue, and figure out
|
||||
a good solution together.
|
||||
|
||||
If you come up with a well-defined idea for the engine, feel free to open a
|
||||
If you come up with a well-defined idea for the engine, feel free to open a
|
||||
`proposal issue <https://github.com/godotengine/godot-proposals/issues>`_.
|
||||
Try to be specific and concrete while describing your problem and your proposed
|
||||
solution — only actionable proposals can be considered. It is not required, but
|
||||
if you want to implement it yourself, that's always appreciated!
|
||||
|
||||
If you only have a general idea without specific details, you can open a
|
||||
If you only have a general idea without specific details, you can open a
|
||||
`proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_.
|
||||
These can be anything you want, and allow for a free-form discussion in search of
|
||||
a solution. Once you find one, a proposal issue can be opened.
|
||||
|
||||
@@ -169,13 +169,13 @@ is required in the submission form here as well.
|
||||
The URL to your asset's icon (which will be used as a thumbnail
|
||||
in the AssetLib search results and on the asset's page). Should be an image
|
||||
in either the PNG or JPG format.
|
||||
|
||||
|
||||
The **icon** must be square (1:1 aspect ratio). It should have a minimum
|
||||
resolution of 128×128 pixels.
|
||||
|
||||
|
||||
* **License**:
|
||||
The license under which you are distributing the asset. The list
|
||||
includes a variety of free and open-source software licenses, such as GPL
|
||||
includes a variety of free and open source software licenses, such as GPL
|
||||
(v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
|
||||
for a detailed description of each of the listed licenses.
|
||||
* **Description**:
|
||||
|
||||
@@ -15,7 +15,7 @@ as paid, commercial ones. In addition, often times such assets are distributed
|
||||
under non-free, proprietary licenses, limiting what you can do with them.
|
||||
|
||||
The Asset Library is different - all assets are distributed free of charge, and under
|
||||
a host of open-source licenses (such as the MIT license, the GPL, and the Boost Software License).
|
||||
a host of open source licenses (such as the MIT license, the GPL, and the Boost Software License).
|
||||
This makes the AssetLib more similar to the software repositories of a Linux distribution.
|
||||
|
||||
This set of pages will cover how to use the AssetLib (both from inside Godot, and on the
|
||||
|
||||
@@ -56,7 +56,7 @@ Contributing code
|
||||
The possibility to study, use, modify and redistribute modifications of the
|
||||
engine's source code are the fundamental rights that
|
||||
Godot's `MIT <https://tldrlegal.com/license/mit-license>`_ license grants you,
|
||||
making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_.
|
||||
making it `free and open source software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_.
|
||||
|
||||
As such, everyone is entitled to modify
|
||||
`Godot's source code <https://github.com/godotengine/godot>`_, and send those
|
||||
|
||||
@@ -51,7 +51,7 @@ You can rename it to ``Character``.
|
||||
|
||||
.. note::
|
||||
|
||||
The ``.glb`` files contain 3D scene data based on the open-source GLTF 2.0
|
||||
The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0
|
||||
specification. They're a modern and powerful alternative to a proprietary format
|
||||
like FBX, which Godot also supports. To produce these files, we designed the
|
||||
model in `Blender 3D <https://www.blender.org/>`__ and exported it to GLTF.
|
||||
|
||||
@@ -25,7 +25,7 @@ ones, and more.
|
||||
.. image:: img/editor_intro_project_manager.webp
|
||||
|
||||
At the top of the window, there is another tab named "Templates". You can search
|
||||
for demo projects in the open-source asset library, which includes many projects
|
||||
for demo projects in the open source asset library, which includes many projects
|
||||
developed by the community.
|
||||
|
||||
.. seealso:: To learn the project manager's ins and outs, read
|
||||
@@ -120,7 +120,7 @@ auto-completion, and built-in code reference.
|
||||
|
||||
.. image:: img/editor_intro_workspace_script.webp
|
||||
|
||||
Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
|
||||
Finally, the **AssetLib** is a library of free and open source add-ons, scripts,
|
||||
and assets to use in your projects.
|
||||
|
||||
.. image:: img/editor_intro_workspace_assetlib.webp
|
||||
@@ -139,7 +139,7 @@ signal by any one of the following methods:
|
||||
* Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS) anywhere in the editor.
|
||||
* Clicking the "Search Help" button in the top-right of the Script main screen.
|
||||
* Clicking on the Help menu and Search Help.
|
||||
* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
|
||||
* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
|
||||
or built-in variable in the script editor.
|
||||
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ on desktop or mobile, as well as on the web.
|
||||
You can also create console games with it, although you either need strong
|
||||
programming skills or a developer to port the game for you.
|
||||
|
||||
.. note:: The Godot team can't provide an open-source console export due to the
|
||||
.. note:: 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`.
|
||||
@@ -31,7 +31,7 @@ What can the engine do?
|
||||
|
||||
Godot was initially developed in-house by an Argentinan game studio. Its
|
||||
development started in 2001, and the engine was rewritten and improved
|
||||
tremendously since its open-source release in 2014.
|
||||
tremendously since its open source release in 2014.
|
||||
|
||||
Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
|
||||
|
||||
@@ -39,7 +39,7 @@ Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
|
||||
|
||||
.. image:: img/introduction_helms_of_fury.jpg
|
||||
|
||||
As for applications, the open-source pixel art drawing program Pixelorama is
|
||||
As for applications, the open source pixel art drawing program Pixelorama is
|
||||
powered by Godot, and so is the voxel RPG creator RPG in a box.
|
||||
|
||||
.. image:: img/introduction_rpg_in_a_box.png
|
||||
@@ -82,7 +82,7 @@ engine. You can use this technology to integrate third-party libraries and other
|
||||
Software Development Kits (SDK) in the engine.
|
||||
|
||||
Of course, you can also directly add modules and features to the engine, as it's
|
||||
completely free and open-source.
|
||||
completely free and open source.
|
||||
|
||||
.. doc_learning_programming
|
||||
|
||||
|
||||
@@ -28,6 +28,9 @@ to a console platform is as follows:
|
||||
Due to the complexity of the process, the budget to publish a game by yourself on a
|
||||
single console often exceeds $1,000 (this is a rough figure).
|
||||
|
||||
You can read more about the console publishing process in this article:
|
||||
`Godot and consoles, all you need to know <https://godotengine.org/article/godot-consoles-all-you-need-know/>`__
|
||||
|
||||
Official support
|
||||
----------------
|
||||
|
||||
|
||||
Reference in New Issue
Block a user