From 40c6a00c6a3905ccd3a43962f15da5a69610b536 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Sat, 21 May 2022 19:23:43 -0600 Subject: add godot project structure entry --- blog/dst/g/godot_project_structure.html | 252 ++++++++++++++++++++++++++++++++ 1 file changed, 252 insertions(+) create mode 100644 blog/dst/g/godot_project_structure.html (limited to 'blog/dst/g/godot_project_structure.html') diff --git a/blog/dst/g/godot_project_structure.html b/blog/dst/g/godot_project_structure.html new file mode 100644 index 0000000..7e3f0b5 --- /dev/null +++ b/blog/dst/g/godot_project_structure.html @@ -0,0 +1,252 @@ + + + + + + + General Godot project structure -- Luévano's Blog + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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General Godot project structure

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One of my first issues when starting a project is how to structure everything. So I had to spend some time researching best practices and go with what I like the most.

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The first place to look for is of course the official Godot documentation on Project organization; along with project structure discussion, also comes with best practices for code style and what-not. I don’t like this project/directory structure that much, just because it tells you to bundle everything under the same directory but it’s a really good starting point, for example it tells you to use:

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Where I would prefer to have more modularity, for example:

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It might look like it’s more work, but I prefer it like this. I wish this site was still available, as I got most of my ideas from there, but apparently the owner is not maintaining his site anymore; but there is this excelent comment on reddit which shows a project/sirectory structure more in line with what I’m currently using (and similr to the site that is down that I liked that much). I just do somethings a bit different, and end up with:

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And so on, I hope the idea is clear. Basically you need to abstract some entity/object that you’re going to use into its more basic form and use subdirectories for each level of abstraction (a player is an actor and thus we use actor/player; a box is part of the world, and is a level so we can use levels/common/decor/box or something like that). Once you have the most basic abstraction done, anything that belongs to that abstraction will have all of its assets/sounds/shaders/etc in it’s directory.

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