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Use "low-level" and "high-level" instead of "low level" and "high level"
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
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@@ -179,7 +179,7 @@ they'll need to do* in the future?
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.. image:: img/best_practices6.png
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The answer to this question is that, to ensure users still can do what they want
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to do, we need to give them access to a *low level API* that they can use to
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to do, we need to give them access to a *low-level API* that they can use to
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achieve what they want, even if it's more work for them because it means
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reimplementing some logic that already exists.
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@@ -114,7 +114,7 @@ describe an issue or pull request.
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- *3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*.
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- *Animation*: relates to the Animation system, editors and importers.
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- *Assetlib*: relates to issues with the asset library.
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- *Audio*: relates to the audio features (low and high level).
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- *Audio*: relates to the audio features (low- and high-level).
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- *Buildsystem*: relates to building issues, either linked to the SCons
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buildsystem or to compiler peculiarities.
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- *Codestyle*: relates to the programming style used within the codebase.
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@@ -8,7 +8,7 @@ Introduction
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This is an overview of the 2D transforms going on for nodes from the
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moment they draw their content locally to the time they are drawn onto
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the screen. This overview discusses very low level details of the engine.
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the screen. This overview discusses very low-level details of the engine.
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The goal of this tutorial is to teach a way for feeding input events to the
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Input with a position in the correct coordinate system.
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@@ -613,7 +613,7 @@ Drawing text
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^^^^^^^^^^^^
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While using the :ref:`Label <class_Label>` Node is the most common way to add
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text to your application, the low level `_draw` function includes functionality
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text to your application, the low-level `_draw` function includes functionality
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to add text to your custom Node drawing. We will use it to add the name "GODOT"
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under the robot head.
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@@ -844,7 +844,7 @@ It will look somewhat like this when run:
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Please note that ``_mouth_width`` is a user defined property like any other
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and it or any other used as a drawing argument can be animated using more
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standard and high level methods such as a :ref:`Tween<class_Tween>` or an
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standard and high-level methods such as a :ref:`Tween<class_Tween>` or an
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:ref:`AnimationPlayer<class_AnimationPlayer>` Node. The only difference is
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that a ``queue_redraw()`` call is needed to apply those changes so they get
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shown on screen.
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@@ -235,10 +235,10 @@ player to click, tap or press a key/button to enable audio, for instance when di
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Networking
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~~~~~~~~~~
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.. UPDATE: Not implemented. When low level networking is implemented, remove
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.. UPDATE: Not implemented. When low-level networking is implemented, remove
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.. this paragraph.
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Low level networking is not implemented due to lacking support in browsers.
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Low-level networking is not implemented due to lacking support in browsers.
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Currently, only :ref:`HTTP client <doc_http_client_class>`,
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:ref:`HTTP requests <doc_http_request_class>`,
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@@ -97,7 +97,7 @@ for full IPv6 support.
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Initializing the network
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------------------------
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High level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
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High-level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
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Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it
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by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object.
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@@ -20,7 +20,10 @@ Godot supports WebSocket in both native and HTML5 exports.
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Using WebSocket in Godot
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------------------------
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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.
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WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`.
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The WebSocket implementation is compatible with the High-Level Multiplayer. See
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section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more
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details.
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.. warning::
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@@ -161,4 +164,7 @@ This will print (when a client connects) something similar to this:
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Advanced chat demo
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^^^^^^^^^^^^^^^^^^
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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`.
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A more advanced chat demo which optionally uses the multiplayer mid-level
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abstraction and a high-level multiplayer demo are available in the
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`godot demo projects <https://github.com/godotengine/godot-demo-projects>`_
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under `networking/websocket_chat` and `networking/websocket_multiplayer`.
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@@ -5,7 +5,7 @@
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Optimization using Servers
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==========================
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Engines like Godot provide increased ease of use thanks to their high level constructs and features.
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Engines like Godot provide increased ease of use thanks to their high-level constructs and features.
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Most of them are accessed and used via the :ref:`Scene System<doc_scene_tree>`. Using nodes and
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resources simplifies project organization and asset management in complex games.
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@@ -21,7 +21,7 @@ with signals, so no polling is required). Still, sometimes it can be. For exampl
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tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.
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This type of situation makes programmers regret they are using a game engine and wish they could go
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back to a more handcrafted, low level implementation of game code.
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back to a more handcrafted, low-level implementation of game code.
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Still, Godot is designed to work around this problem.
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@@ -11,7 +11,7 @@ custom shaped object) and checking what it hits. This enables complex
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behaviors, AI, etc. to take place. This tutorial will explain how to
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do this in 2D and 3D.
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Godot stores all the low level game information in servers, while the
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Godot stores all the low-level game information in servers, while the
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scene is only a frontend. As such, ray casting is generally a
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lower-level task. For simple raycasts, nodes like
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:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
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@@ -24,7 +24,7 @@ so a way to do this by code must exist.
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Space
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-----
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In the physics world, Godot stores all the low level collision and
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In the physics world, Godot stores all the low-level collision and
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physics information in a *space*. The current 2d space (for 2D Physics)
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can be obtained by accessing
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
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@@ -32,11 +32,11 @@ level and when making games in Godot, writing your own MainLoop seldom makes sen
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SceneTree
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---------
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One of the ways to explain how Godot works is that it's a high level
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game engine over a low level middleware.
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One of the ways to explain how Godot works is that it's a high-level
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game engine over a low-level middleware.
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The scene system is the game engine, while the :ref:`OS <class_OS>`
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and servers are the low level API.
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and servers are the low-level API.
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The scene system provides its own main loop to OS,
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:ref:`SceneTree <class_SceneTree>`.
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