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Reorganize demos to work closer to the manual? #251

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NathanLovato opened this issue Apr 24, 2018 · 2 comments · Fixed by #496
Closed

Reorganize demos to work closer to the manual? #251

NathanLovato opened this issue Apr 24, 2018 · 2 comments · Fixed by #496

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@NathanLovato
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NathanLovato commented Apr 24, 2018

Now the manual is better organized I feel like we could improve the demos' structure a little bit too, for clarity. Some ideas just to get the conversation stated:

  1. there's still a misc folder that has a bit of everything. Can we split it to fit the tutorials category of the docs?
  2. how about moving physics demos to a top-level physics folder? Both 2d and 3d. Have physics/2d and physics/3d if the demo count goes up a lot, or rename all 2d physics demos 2d_* so they're grouped together?
  3. Is mono clear to everyone? Is C# not an option? Mono being a compiler I'm not sure everyone would get it.
  4. having C# and visual script at the root makes it so they're spread apart and surrounded by GDscript examples. What do you think of scripting_languages/c# ?

Current tutorials/ category list in the manual for ref:

image

@aaronfranke
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aaronfranke commented Jan 29, 2020

  1. I recently moved the loading demos to their own folder. Any other categories we could make? Keep in mind that we have 0 demos for some of those documentation categories, and some categories don't really make sense to have demos for (like asset library).

  2. I don't think this would be an improvement. Some demos use physics but aren't physics demos.

  3. It's called the Mono module, and the download page mentions Mono version, so I think it's clear enough. Godot could in the future support F# etc.

  4. I don't think it's necessary. We also don't need every project to have a C# version, so there will always be far fewer C# demos as long as GDScript exists. So I think it's good as-is.

@NathanLovato
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It seems I had missed your reply, sorry about that!

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3 participants