30 lines
1.3 KiB
Text
30 lines
1.3 KiB
Text
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.. _doc_introduction_best_practices:
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Introduction
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============
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This series is a collection of best practices to help you work efficiently with
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Godot.
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Godot allows for a great amount of flexibility in how you structure a project's
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codebase and break it down into scenes. Each approach has its pros and
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cons, and they can be hard to weigh until you've worked with the engine for long enough.
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There are always many ways to structure your code and solve specific programming
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problems. It would be impossible to cover them all here.
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That is why each article starts from a real-world problem. We will break down
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each problem in fundamental questions, suggest solutions, analyze the pros and
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cons of each option, and highlight the best course of action for the problem at hand.
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You should start by reading :ref:`doc_what_are_godot_classes`. It explains how
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Godot's nodes and scenes relate to classes and objects in other
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Object-Oriented programming languages. It will help you make sense of the rest of the series.
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.. note::
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The best practices in Godot rely on Object-Oriented design principles. We
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use tools like the `single responsibility
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<https://en.wikipedia.org/wiki/Single_responsibility_principle>`_ principle and
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`encapsulation <https://en.wikipedia.org/wiki/Encapsulation_(computer_programming)>`_.
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