Instancing has many handy uses. At a glance, with instancing you have:
The ability to subdivide scenes and make them easier to manage.
A tool to manage and edit multiple node instances at once.
A way to organize and embed complex game flows or even UIs (in Godot, UI Elements are nodes, too).
实例化有许多方便的用途
①细分场景的能力,使它们更易于管理
②一种同时管理和编辑多个节点实例的工具
③一种组织和嵌入复杂游戏流甚至UI元素的方法(在godot中,ui元素也是节点)
设计语言
But the greatest strength that comes with instancing scenes is that it works as an excellent design language. This is pretty much what distinguishes Godot from all the other engines out there. Godot was designed from the ground up around this concept.
但是,来自于实例化场景的最大作用是它作为优秀的设计语言工作。这正是godot区别于所有其他引擎的原因,godot是围绕这个概念设计的。
When making games with Godot, the recommended approach is to dismiss most common design patterns, such as MVC or Entity-Relationshi

本文介绍了Godot游戏引擎中实例化的强大功能,它作为一种优秀的设计语言,简化了场景管理和游戏逻辑构建。通过实例化,可以轻松地细分场景、管理节点,并组织复杂的游戏流程或UI。推荐在Godot中摒弃传统的设计模式,转而采用更直观的场景思考方式,通过绘制游戏元素的关系图来指导场景创建,加速游戏开发进程。
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