Update project_organization.rst

This commit is contained in:
corrigentia
2018-12-09 15:13:45 +02:00
committed by GitHub
parent 9bfc111547
commit 4ea4ac2a01
@@ -10,8 +10,8 @@ This tutorial aims to propose a simple workflow on how to organize
projects. Since Godot allows the programmer to use the file-system as
they please, figuring out a way to organize projects when starting
to use the engine can be a little challenging. Because of this, the
tutorial describes simple workflow which should work as a starting
point regardless of whether it is used.
tutorial describes a simple workflow, which should work as a starting
point, regardless of whether it is used.
Additionally, using version control can be challenging, so this
proposition will include that too.
@@ -22,14 +22,14 @@ Organization
Godot is scene-based in nature, and uses the filesystem as-is,
without metadata or an asset database.
Unlike other engines, a lot of resources are contained within the scene
Unlike other engines, many resources are contained within the scene
itself, so the amount of files in the filesystem is considerably lower.
Considering that, the most common approach is to group assets as close
to scenes as possible; when a project grows, it makes it more
maintainable.
As an example, one can usually place into a single folder their basic assets
As an example, one can usually place into a single folder their basic assets,
such as sprite images, 3D model meshes, materials, and music, etc.
They can then use a separate folder to store built levels that use them.