Merge pull request #1953 from corrigentia/patch-9

Update godot_design_philosophy.rst
This commit is contained in:
Rémi Verschelde
2018-12-04 22:49:24 +01:00
committed by GitHub
@@ -36,11 +36,11 @@ BrokenLanterns in the city will update instantly.
On top of that, you can **inherit** from any scene.
A Godot scene could be a Weapon, a Character, an Item, a Door, a Level,
part of a level… anything youd like. It works like a class in pure code
part of a level… anything youd like. It works like a class in pure code,
except youre free to design it by using the editor, using only the
code, or mixing and matching the two.
Its different from prefabs you find in several 3D engines as you can
Its different from prefabs you find in several 3D engines, as you can
then inherit from and extend those scenes. You may create a Magician
that extends your Character. Modify the Character in the editor and the Magician
will update as well. It helps you build your projects so that their
@@ -118,7 +118,7 @@ Google AdMob, or an FBX model importer. Any of these can come as
third-party plugins instead.
On the other hand, an open codebase means you can **learn from and extend
the engine** to your hearts content. You can also debug games easily
the engine** to your hearts content. You can also debug games easily,
as Godot will print errors with a stack trace, even if they come from the engine itself.
.. note::
@@ -148,7 +148,7 @@ system, it can hot-reload code and scenes when you test your projects,
or run game code in the editor. This means you can **use the same code**
and scenes for your games, or **build plugins and extend the editor.**
This leads to a reliable and flexible UI system as it powers the editor
This leads to a reliable and flexible UI system, as it powers the editor
itself. With the ``tool`` keyword, you can run any game code in the editor.
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