Small corrections to "Frequently asked questions"

This commit is contained in:
Andrew Conrad
2019-04-24 16:12:06 -05:00
parent 188080832d
commit d4358b5954

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@@ -10,7 +10,7 @@ Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_
In short:
* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise;
* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise.
* You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
All the contents of this accompanying documentation are published under
@@ -153,7 +153,7 @@ As of Godot 3.0, glTF is supported.
FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
provided by Godot. That being said, FBX support could still be provided by third parties
as a plugin. (See Plugins question above.)
as a plugin. (See Plugins question below.)
Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
-----------------------------------------------------------------------------
@@ -168,7 +168,7 @@ anyone else interested in adding those libraries as a module and shipping your
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 above.
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.
@@ -198,14 +198,14 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
resolution, the larger your assets, the more memory they will take
and the longer the time it will take for loading.
2. Use the stretch options in Godot, 2D stretching with keeping aspect
works best. Check the :ref:`doc_multiple_resolutions` tutorial
2. Use the stretch options in Godot; 2D stretching while keeping aspect
ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial
on how to achieve this.
3. Determine a minimum resolution and then decide if you want your game
to stretch vertically or horizontally for different aspect ratios, or
whether there is a minimum one and you want black bars to appear
instead. This is also explained in the previous step.
if there is one aspect ratio and you want black bars to appear
instead. This is also explained in :ref:`doc_multiple_resolutions`.
4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
to determine where controls should stay and move. If UIs are more