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- .. _doc_best_practices_for_engine_contributors:
- Best practices for engine contributors
- ======================================
- Introduction
- ------------
- Godot has a large amount of users who have the ability to contribute because the
- project itself is aimed mainly at users who can code. That being said, not all
- of them have the same level of experience working in large projects or in
- software engineering, which can lead to common misunderstandings and bad
- practices during the process of contributing code to the project.
- Language
- --------
- The scope of this document is to be a list of best practices for contributors to
- follow, as well as to create a language they can use to refer to common
- situations that arise in the process of submitting their contributions.
- While a generalized list of software development best practices might be useful,
- we'll focus on the situations that are most common in our project.
- Contributions are most of the time categorized as bug fixes, enhancements or new
- features. To abstract this idea, we will call them *Solutions*, because they
- always seek to solve something that can be described as a *Problem*.
- Best Practices
- --------------
- #1: The problem always comes first
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Many contributors are extremely creative and just enjoy the process of designing
- abstract data structures, creating nice user interfaces, or simply love
- programming. Whatever the case may be, they come up with cool ideas, which may
- or may not solve real problems.
- .. image:: img/best_practices1.png
- These are usually called *solutions in search of a problem*. In an ideal world,
- they would not be harmful but, in reality, code takes time to write, takes up
- space and requires maintenance once it exists. Avoiding the addition of anything
- unnecessary is always considered a good practice in software development.
- #2: To solve the problem, it has to exist in the first place
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This is a variation of the previous practice. Adding anything unnecessary is not
- a good idea, but what constitutes what is necessary and what isn't?
- .. image:: img/best_practices2.png
- The answer to this question is that the problem needs to *exist* before it can
- be actually solved. It must not be speculation or a belief. The user must be
- using the software as intended to create something they *need*. In this process,
- the user may stumble upon a problem that requires a solution to proceed, or in
- order to achieve greater productivity. In this case, *a solution is needed*.
- Believing that problems may arise in the future and that the software needs to
- be ready to solve them by the time they appear is called *"Future proofing"* and
- its characterized by lines of thought such as:
- - I think it would be useful for users to...
- - I think users will eventually need to...
- This is generally considered a bad habit because trying to solve problems that
- *don't actually exist* in the present will often lead to code that will be
- written but never used, or that is considerably more complex to use and maintain
- than it needs to be.
- #3: The problem has to be complex or frequent
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Software is designed to solve problems, but we can't expect it to solve *every
- problem that exists under the sun*. As a game engine, Godot will help you make
- games better and faster, but it won't make an *entire game* for you. A line must
- be drawn somewhere.
- .. image:: img/best_practices3.png
- Whether a problem is worth solving is determined by the effort that is required
- to work around it. The required effort depends on:
- - The complexity of the problem
- - The frequency the problem
- If the problem is *too complex* for most users to solve, then the software
- should offer a ready-made solution for it. Likewise, if the problem is easy for
- the user to work around, offering such a solution is unnecessary.
- The exception, however, is when the user encounters a problem *frequently
- enough* that having to do the simple solution every time becomes an annoyance.
- In this case, the software should offer a solution to simplify the use case.
- It's usually easy to tell if a problem is complex or frequent, but it can be
- difficult. This is why discussing with other developers (next point) is always
- advised.
- #4: The solution must be discussed with others
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Often, users will be immersed in their own projects when they stumble upon
- problems. These users will naturally try to solve the problem from their
- perspective, thinking only about their own use case. As a result, user proposed
- solutions don't always contemplate all use cases and are often biased towards
- the user's own requirements.
- .. image:: img/best_practices4.png
- For developers, the perspective is different. They may find the user's problem
- too unique to justify a solution (instead of a workaround), or they might
- suggest a partial (usually simpler or lower level) solution that applies to a
- wider range of known problems and leave the rest of the solution up to the
- user.
- In any case, before attempting to contribute, it is important to discuss the
- actual problems with the other developers or contributors, so a better agreement
- on implementation can be reached.
- The only exception is when an area of code has a clear agreed upon owner, who
- talks to users directly and has the most knowledge to implement a solution
- directly.
- Also, Godot's philosophy is to favor ease of use and maintenance over absolute
- performance. Performance optimizations will be considered, but they may not
- be accepted if they make something too difficult to use or if they add too much
- complexity to the codebase.
- #5: To each problem, its own solution
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- For programmers, it is always a most enjoyable challenge to find the most
- optimal solutions to problems. It is possible to go overboard, though.
- Sometimes, contributors will try to come up with solutions that solve as many
- problems as possible.
- The situation will often take a turn for the worse when, in order to make this
- solution appear even more fantastic and flexible, the pure speculation-based
- problems (as described in #2) also make their appearance on stage.
- .. image:: img/best_practices5.png
- The main problem is that, in reality, it rarely works this way. Most of the
- time, writing an individual solution to each problem results in code that
- is simpler and more maintainable.
- Additionally, solutions that target individual problems are better for the
- users. Targeted solutions allow users find something that does exactly what they
- need, without having to learn a more complex system they will only need for simple
- tasks.
- Big and flexible solutions also have an additional drawback which is that, over
- time, they are rarely flexible enough for all users. Users end up requesting
- more and more functionality which ends up making the API and codebase
- more and more complex.
- #6: Cater to common use cases, leave the door open for the rare ones
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This is a continuation of the previous point, which further explains why this
- way of thinking and designing software is preferred.
- As mentioned before (in point #2), it is very difficult for us (as human beings
- who design software) to actually understand all future user needs. Trying to
- write very flexible structures that cater to many use cases at once is often a
- mistake.
- We may come up with something we believe is brilliant but later find out that
- users will never even use half of it or that they require features that don't
- quite fit into our original design, forcing us to either throw it away
- or make it even more complex.
- The question is then, how do we design software that both allows users to do
- *what we know they need to do* now and allows them to do *what we don't yet know
- they'll need to do* in the future?
- .. image:: img/best_practices6.png
- The answer to this question is that, to ensure users still can do what they want
- to do, we need to give them access to a *low level API* that they can use to
- achieve what they want, even if it's more work for them because it means
- reimplementing some logic that already exists.
- In real-life scenarios, these use cases will be at most rare and uncommon
- anyway, so it makes sense a custom solution needs to be written. This is why
- it's important to still provide users the basic building blocks to do it.
- #7: Prefer local solutions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- When looking for a solution to a problem, be it implementing a new feature or
- fixing a bug, sometimes the easiest path is to add data or a new function in the
- core layers of code.
- The main problem here is, adding something to the core layers that will only be
- used from a single location far away will not only make the code more difficult
- to follow (split in two), but also make the core API larger, more complex, more
- difficult to understand in general.
- This is bad, because readability and cleanness of core APIs is always of extreme
- importance given how much code relies on it, and because it's key for new
- contributors as a starting point to learning the codebase.
- .. image:: img/best_practices7.png
- A common reason for wanting to do this is that it's usually less code to simply
- add a hack in the core layers.
- Doing so is not advised. Generally, the code for a solution should be closer to
- where the problem originates, even if it involves additional, duplicated, more
- complex, or less efficient code. More creativity might be needed, but this path
- is always the advised one.
- #8: Don't use complex canned solutions for simple problems
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Not every problem has a simple solution and, many times, the right choice is to
- use a third party library to solve the problem.
- As Godot requires to be shipped in a large amount of platforms, we can't
- link libraries dynamically. Instead, we bundle them in our source tree.
- .. image:: img/best_practices8.png
- As a result, we are very picky with what goes in, and we tend to prefer smaller
- libraries (single header ones are our favorite). We will only bundle something
- larger if there is no other choice.
- .. _doc_best_practices_for_engine_contributors_license_compliance:
- Libraries must use a permissive enough license to be included into Godot.
- Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0.
- In particular, we cannot accept libraries licensed under the GPL or LGPL since
- these licenses effectively disallow static linking in proprietary software
- (which Godot is distributed as in most exported projects). This requirement also
- applies to the editor, since we may want to run it on iOS in the long term.
- Since iOS doesn't support dynamic linking, static linking is the only option on
- that platform.
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