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Fixes & changes to the scripting introduction doc
- Moved the paragraph regarding additional GDNative-interfaced languages to the GDNative section - Added a paragraph about Mono to the C# section - Changed the casing on some terms used in the VisualScript section (nouns/verbs aren't capitalized in English)
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@@ -18,10 +18,6 @@ main reason to choose them is the level of integration with Godot, as this
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makes the experience smoother (both have very slick editor integration, while
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C# and C++ need to be edited in a separate IDE). If you are a big fan of statically typed languages, though, go with C# and C++.
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There are more languages available via GDNative interface, but keep in mind
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we don't have official support for them so you will have to work with the
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provided in that case.
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GDScript
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~~~~~~~~
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@@ -40,22 +36,22 @@ to the high integration with Godot:
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If undecided, and have experience in programming (especially dynamically
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typed languages), go for GDScript!
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Visual Script
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VisualScript
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~~~~~~~~~~~~~
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Begining 3.0, Godot offers :ref:`visualscript<Visual Scripting>`. This is a
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somewhat typical implementation of blocks and connections language, but
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adapted to how Godot works.
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Visual Scripting is a great tool for non-programmers, or even for developers
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Visual scripting is a great tool for non-programmers, or even for developers
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with ample programming experience that want to make parts of the code more
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accessible to others (like Game/Level Designers or Artists).
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accessible to others (like game/level designers or artists).
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It can also be used by programmers to build state machines or custom
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visual node workflows (like a Dialogue System).
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visual node workflows (like a dialogue system).
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Microsoft C#
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.NET / C#
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~~~~~~~~~~~~
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As Microsoft's C# is a favorite amongst game developers, we have added
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@@ -70,7 +66,12 @@ For companies, this is usually the best choice, given the large amount of
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programmers that can be found in the labor market familiar with it, which
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reduces the learning time of the engine.
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GDNative C++
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Since Godot uses the `Mono <https://mono-project.com>`_ .NET runtime, in theory
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any third-party .NET library or framework can be used for scripting in Godot, as
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well as any Common Language Infrastructure-compliant programming language, such as
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F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
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GDNative / C++
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~~~~~~~~~~~~
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Finally, this is one of our brightest additions for the 3.0 release.
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@@ -84,7 +85,11 @@ API Bridge.
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This language is the best choice for performance and does not need to be
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used for an entire game (other parts can be written in GDScript or Visual
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Script). Yet, the API is very clear and easy to use as it resembles, mostly,
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Godot actual C++ API.
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Godot's actual C++ API.
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There are more languages available via the GDNative interface, but keep in mind
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we don't have official support for them so you will have to work with the
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provided in that case.
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Scripting a scene
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-----------------
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