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- .. _doc_project_organization:
- Project organization
- ====================
- Introduction
- ------------
- This tutorial is aimed 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 the projects when
- starting to use the engine can be a little challenging. Because of this,
- a simple workflow will be described, which can be used or not, but
- should work as a starting point.
- Additionally, using version control can be challenging so this
- proposition will include that too.
- 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 resource 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 close to scenes as,
- when a project grows, it makes it more maintainable.
- As example, base sprite images, 3D model scenes or meshes, materials, etc.
- can usually be organized in a place, while a separate folder is used
- to store built levels that use them.
- ::
- /project.godot
- /docs/.gdignore
- /docs/learning.html
- /models/town/house/house.dae
- /models/town/house/window.png
- /models/town/house/door.png
- /characters/player/cubio.dae
- /characters/player/cubio.png
- /characters/enemies/goblin/goblin.dae
- /characters/enemies/goblin/goblin.png
- /characters/npcs/suzanne/suzanne.dae
- /characters/npcs/suzanne/suzanne.png
- /levels/riverdale/riverdale.scn
- Importing
- ---------
- Godot version previous to 3.0 did the import process from files outside
- the project. While this can be useful in large projects, it
- resulted in an organization hassle for most developers.
- Because of this, assets are now imported from within the project
- folder transparently.
- If a folder shouldn't be imported into Godot an exception can be made with a
- .gdignore file.
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