110 lines
5.6 KiB
Markdown
110 lines
5.6 KiB
Markdown
# Contributing to Godot demo projects
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Thanks for your interest in contributing to the Godot demo projects!
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## Demo submission criteria
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Please follow these guidelines for submitting new demos or improving existing demos:
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- The demo must work with the latest Godot version of the branch you're submitting to.
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- The demo must follow all of the Godot style guides:
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- [Project organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html)
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- [GDScript style guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html)
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- In GDScript, type hints should be used to improve runtime performance
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and ease code maintenance. Do not use type inference syntax
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(`var some_integer := 123`) if the resulting type is not obvious from
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reading the righthand side of the assignment.
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- [C# style guide](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_style_guide.html)
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- [Shaders style guide](https://docs.godotengine.org/en/stable/tutorials/shaders/shaders_style_guide.html)
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- The demo should not be overcomplicated. Simplicity is usually preferred.
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- The submitted files must be freely redistributable and modifiable,
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including for commercial use. This applies to art assets as well.
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- In practice, this means the following licenses are accepted for art assets:
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- CC0 1.0 (or similar public domain dedications)
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- CC BY 3.0/4.0
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- CC BY-SA 3.0/4.0
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- Licenses such as "Royalty-free" (without clarification), CC BY-NC or
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CC BY-ND are **not** accepted.
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- To allow demos to be cloned quickly, file sizes should be kept reasonable for
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all files submitted. Try to keep the demo project files's download size below
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20 MB, unless there is a good reason to have a larger demo (e.g. if
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high-quality textures are *required* to show off an effect).
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- You can check this by creating a ZIP file containing the project files,
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then removing `.godot/` within the ZIP file.
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- For 3D demos, consider relying on Godot's procedural generation abilities
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(such as [NoiseTexture2D](https://docs.godotengine.org/en/stable/classes/class_noisetexture2d.html))
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to decrease file size.
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### Submission criteria for new demos
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If you are submitting a new demo:
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- Make sure it includes a `README.md` file similar to the other demos.
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- Make sure a short description (1-3 lines) is set in the Project Settings.
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- Make sure the project has a `icon.webp` in lossless WebP[^1] format that is
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128×128 pixels, with its path defined in the Project Settings. This allows the
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icon to remain crisp on hiDPI displays.
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- Make sure the project includes a `screenshots/` folder containing a screenshot in
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lossless WebP[^1] format similar to the other demos. It's recommended to stick to
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only 1 screenshot, but you may add multiple screenshots if required. The
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screenshot should be in 1280×720 resolution, without visible window borders.
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- The `screenshots/` folder must contain an empty `.gdignore` file to prevent
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Godot from importing screenshots as resources.
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- Make sure the demo has keyboard and controller input support (plus mouse if
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relevant). Explicit touch input support is a bonus, but not required.
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- For keyboard events, WASD configurations must use *physical* key locations
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in the Input Map to allow them to work out of the box on non-QWERTY keyboard
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layouts.
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#### Visual considerations
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- Unless the project requires a different stretch mode and aspect, use the
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`canvas_items` stretch mode and `expand` stretch aspect in the Project
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Settings. Configure anchors for Control nodes correctly, so that
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[multiple resolutions](https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html)
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and aspect ratios are supported.
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- Demos that don't update their visual output often (such as UI demos) must have
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**Low Processor Mode** enabled in the Project Settings. This must be left
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disabled in demos where constant redrawing is expected (such as most "game"
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demos).
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- For greater performance and compatibility, use the **Compatibility** rendering
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method in 2D demos that don't require advanced graphics functionality.
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- In 3D demos or 2D demos that require advanced graphics functionality, use
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the **Forward+** rendering method (**Mobile** is automatically used on
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mobile platforms in this case).
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- In 3D projects, set **Rendering > Textures > Default Filters > Anisotropic Filtering Level**
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to **16×** in the Project Settings. Make sure all materials use the relevant
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anisotropic sampler mode (**Nearest Mipmaps Anisotropic** or **Linear Mipmaps Anisotropic**).
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- In 3D projects, set **Rendering > Anti Aliasing > Quality > MSAA 3D** to **4×**.
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- In projects that use demanding graphics features such as SDFGI, set
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**Rendering > Anti Aliasing > Quality > Screen Space AA** to **FXAA** instead
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as this is faster.
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- Use graphics options that perform reasonably well on low-end to mid-range
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hardware. Demanding graphics options should not be enabled by default, unless
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they're the entire point of the demo.
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#### If you are submitting a copy of a demo translated to C#
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- Please ensure that there is a good reason to have this demo translated. We
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don't want to have multiple copies of every single project, as this makes
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maintenance more difficult.
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- Please ensure that the code mirrors the original as closely as possible.
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- In the `project.godot` file and in the `README.md`, include "with C#" in
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the title, and also include a link to the original in the `README.md`.
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[^1]: You can use [Squoosh](https://squoosh.app/) to convert images to WebP.
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Make sure to enable the Lossless option, as it's not the default.
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