From b645991d3198ecf33488b75556beca11217c7889 Mon Sep 17 00:00:00 2001 From: Arman Elgudzhyan <48544263+puchik@users.noreply.github.com> Date: Sun, 5 Mar 2023 20:29:49 -0800 Subject: [PATCH] FAQ DoD section: rephrase text and fix some grammar - Rephrased some awkward grammar in the first paragraph (and removed redundant performance-heavy note). - Restructured and rephrased some of the grammar in the middle and end sections to be less repetitive and avoid run-on sentences. - Fixed capitalization in the hyphenated word in the section title. --- about/faq.rst | 23 +++++++++++------------ 1 file changed, 11 insertions(+), 12 deletions(-) diff --git a/about/faq.rst b/about/faq.rst index 965da2ff1..926194c27 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -532,26 +532,25 @@ removed at run-time to dynamically add and remove behaviors. More information about Godot's design choices can be found in `this article `__. -Why does Godot not force users to implement DoD (Data-oriented Design)? +Why does Godot not force users to implement DOD (Data-Oriented Design)? ----------------------------------------------------------------------- -While Godot internally for a lot of the heavy performance tasks attempts -to use cache coherency as well as possible, we believe most users don't -really need to be forced to use DoD practices. +While Godot internally attempts to use cache coherency as much as possible, +we believe users don't need to be forced to use DOD practices. -DoD is mostly a cache coherency optimization that can only gain you +DOD is mostly a cache coherency optimization that can only provide significant performance improvements when dealing with dozens of -thousands of objects (which are processed every frame with little -modification). As in, if you are moving a few hundred sprites or enemies -per frame, DoD won't help you, and you should consider a different approach -to optimization. +thousands of objects which are processed every frame with little +modification. That is, if you are moving a few hundred sprites or enemies +per frame, DOD won't result in a meaningful improvement in performance. In +such a case, you should consider a different approach to optimization. The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do. -If a game that really needs to process such large amount of objects is -needed, our recommendation is to use C++ and GDExtension for the high -performance parts and GDScript (or C#) for the rest of the game. +If a game needs to process such a large amount of objects, our recommendation +is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#) +for the rest of the game. How can I support Godot development or contribute? --------------------------------------------------