OOP: at the core of Godot
Reusable objects: scripts and scenes
Scripts
Extend Nodes with scripts to create derived types
these are not technically classes, but describe an init process for built-in classes
Built-in classes have methods to register data with ClassDB
Properties, methods, constants, signals
Objects check the ClassDB to see if a given object supports an operation
Scenes
reusable, instantiable, and inheritable groups of nodes
Often pair a scene with a scripted root node that makes use of scene's nodes
Scene content defines:
Scene is always an extension of the script attached to its root node (part of that class)
Godot editor is a Godot game
reliable and flexible UI system
using tool keyword, any game code can be run in the editor
FileSystem dock: manage files and assets
Scene dock: lists active scene's content
Inspector: allows for managing properties of scene's content
Toolbar: tools for moving, scaling, locking scene objects
Bottom Panel: debugger, animation editor, audio mixer
Workspace: 2D, 3D, Script, AssetLib
Shortcuts List
Resources:
At beginning, OS class instance is run
Next, all drivers, servers, scripting, scenes are loaded
Next, the OS is supplied with a MainLoop