Use "low-level" and "high-level" instead of "low level" and "high level"

Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
This commit is contained in:
tetrapod00
2024-11-18 13:47:58 -08:00
parent e402984a8a
commit 93489bbefb
10 changed files with 23 additions and 17 deletions

View File

@@ -179,7 +179,7 @@ they'll need to do* in the future?
.. image:: img/best_practices6.png
The answer to this question is that, to ensure users still can do what they want
to do, we need to give them access to a *low level API* that they can use to
to do, we need to give them access to a *low-level API* that they can use to
achieve what they want, even if it's more work for them because it means
reimplementing some logic that already exists.

View File

@@ -114,7 +114,7 @@ describe an issue or pull request.
- *3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*.
- *Animation*: relates to the Animation system, editors and importers.
- *Assetlib*: relates to issues with the asset library.
- *Audio*: relates to the audio features (low and high level).
- *Audio*: relates to the audio features (low- and high-level).
- *Buildsystem*: relates to building issues, either linked to the SCons
buildsystem or to compiler peculiarities.
- *Codestyle*: relates to the programming style used within the codebase.

View File

@@ -8,7 +8,7 @@ Introduction
This is an overview of the 2D transforms going on for nodes from the
moment they draw their content locally to the time they are drawn onto
the screen. This overview discusses very low level details of the engine.
the screen. This overview discusses very low-level details of the engine.
The goal of this tutorial is to teach a way for feeding input events to the
Input with a position in the correct coordinate system.

View File

@@ -613,7 +613,7 @@ Drawing text
^^^^^^^^^^^^
While using the :ref:`Label <class_Label>` Node is the most common way to add
text to your application, the low level `_draw` function includes functionality
text to your application, the low-level `_draw` function includes functionality
to add text to your custom Node drawing. We will use it to add the name "GODOT"
under the robot head.
@@ -844,7 +844,7 @@ It will look somewhat like this when run:
Please note that ``_mouth_width`` is a user defined property like any other
and it or any other used as a drawing argument can be animated using more
standard and high level methods such as a :ref:`Tween<class_Tween>` or an
standard and high-level methods such as a :ref:`Tween<class_Tween>` or an
:ref:`AnimationPlayer<class_AnimationPlayer>` Node. The only difference is
that a ``queue_redraw()`` call is needed to apply those changes so they get
shown on screen.

View File

@@ -235,10 +235,10 @@ player to click, tap or press a key/button to enable audio, for instance when di
Networking
~~~~~~~~~~
.. UPDATE: Not implemented. When low level networking is implemented, remove
.. UPDATE: Not implemented. When low-level networking is implemented, remove
.. this paragraph.
Low level networking is not implemented due to lacking support in browsers.
Low-level networking is not implemented due to lacking support in browsers.
Currently, only :ref:`HTTP client <doc_http_client_class>`,
:ref:`HTTP requests <doc_http_request_class>`,

View File

@@ -97,7 +97,7 @@ for full IPv6 support.
Initializing the network
------------------------
High level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
High-level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it
by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object.

View File

@@ -20,7 +20,10 @@ Godot supports WebSocket in both native and HTML5 exports.
Using WebSocket in Godot
------------------------
WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`.
The WebSocket implementation is compatible with the High-Level Multiplayer. See
section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more
details.
.. warning::
@@ -161,4 +164,7 @@ This will print (when a client connects) something similar to this:
Advanced chat demo
^^^^^^^^^^^^^^^^^^
A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `godot demo projects <https://github.com/godotengine/godot-demo-projects>`_ under `networking/websocket_chat` and `networking/websocket_multiplayer`.
A more advanced chat demo which optionally uses the multiplayer mid-level
abstraction and a high-level multiplayer demo are available in the
`godot demo projects <https://github.com/godotengine/godot-demo-projects>`_
under `networking/websocket_chat` and `networking/websocket_multiplayer`.

View File

@@ -5,7 +5,7 @@
Optimization using Servers
==========================
Engines like Godot provide increased ease of use thanks to their high level constructs and features.
Engines like Godot provide increased ease of use thanks to their high-level constructs and features.
Most of them are accessed and used via the :ref:`Scene System<doc_scene_tree>`. Using nodes and
resources simplifies project organization and asset management in complex games.
@@ -21,7 +21,7 @@ with signals, so no polling is required). Still, sometimes it can be. For exampl
tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.
This type of situation makes programmers regret they are using a game engine and wish they could go
back to a more handcrafted, low level implementation of game code.
back to a more handcrafted, low-level implementation of game code.
Still, Godot is designed to work around this problem.

View File

@@ -11,7 +11,7 @@ custom shaped object) and checking what it hits. This enables complex
behaviors, AI, etc. to take place. This tutorial will explain how to
do this in 2D and 3D.
Godot stores all the low level game information in servers, while the
Godot stores all the low-level game information in servers, while the
scene is only a frontend. As such, ray casting is generally a
lower-level task. For simple raycasts, nodes like
:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
@@ -24,7 +24,7 @@ so a way to do this by code must exist.
Space
-----
In the physics world, Godot stores all the low level collision and
In the physics world, Godot stores all the low-level collision and
physics information in a *space*. The current 2d space (for 2D Physics)
can be obtained by accessing
:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.

View File

@@ -32,11 +32,11 @@ level and when making games in Godot, writing your own MainLoop seldom makes sen
SceneTree
---------
One of the ways to explain how Godot works is that it's a high level
game engine over a low level middleware.
One of the ways to explain how Godot works is that it's a high-level
game engine over a low-level middleware.
The scene system is the game engine, while the :ref:`OS <class_OS>`
and servers are the low level API.
and servers are the low-level API.
The scene system provides its own main loop to OS,
:ref:`SceneTree <class_SceneTree>`.