diff --git a/about/faq.rst b/about/faq.rst index e6e28f5e8..b5ba36395 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -10,7 +10,7 @@ Godot is `Free and Open-Source Software `_, that is incompatible with the `open license `_ 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 ` to determine where controls should stay and move. If UIs are more