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docs/en/faq/faq.md

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#### Q: What's the performance impact of having many particle effect components?
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A: It depends on if they are playing or not. A ParticleFx that isn't playing have zero performance cost. The performance implication of a playing ParticleFx must be evaluated using the profiler since its impact depends on how it is configured. As with most other things the memory is allocated up front for the number of ParticleFx defined as max_count in game.project.
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A: It depends on if they are playing or not. A ParticleFx that isn't playing have zero performance cost. The performance implication of a playing ParticleFx must be evaluated using the profiler since its impact depends on how it is configured. As with most other things the memory is allocated up front for the number of ParticleFx defined as max_count in *game.project*.
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#### Q: How do I receive input to a game object inside a collection loaded via a collection proxy?

docs/en/manuals/adapting-graphics-to-screen-size.md

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* Is this a retro game with low resolution pixel perfect graphics or a modern game with HD quality graphics?
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* How should the game behave when played in full screen on different screen sizes?
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* Should the player see more of the game content on a high resolution screen or should the graphics adaptively zoom to always show the same content?
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* How should the game deal with aspect ratios other than the one you have set in game.project?
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* How should the game deal with aspect ratios other than the one you have set in *game.project*?
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* Should the player see more of the game content? Or maybe there should be black bars? Or maybe resized GUI elements?
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* What kind of menus and on-screen gui components do you need and how should they adapt to different screen sizes and screen orientations?
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* Should menus and other gui components change layout when the orientation changes or should they keep the same layout regardless of orientation?

docs/en/manuals/app-manifest.md

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Default value: **33554432**
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The size of memory that allocated for web application. In case if ALLOW_MEMORY_GROWTH=0 (js-web) - there is a total amount of memory that web application can use. for more information look [link](https://emscripten.org/docs/tools_reference/settings_reference.html?highlight=environment#initial-memory). Value in bytes. Note that value must be a multiple of WebAssembly page size (64KiB).
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That options relates to `html5.heap_size` in game.project [link](https://defold.com/manuals/html5/#heap-size). Option that configured via application manifest is set during compilation and used as default value for `INITIAL_MEMORY` option. Value from game.project overrides value from application manifest and used in runtime.
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That options relates to `html5.heap_size` in *game.project* [link](https://defold.com/manuals/html5/#heap-size). Option that configured via application manifest is set during compilation and used as default value for `INITIAL_MEMORY` option. Value from *game.project* overrides value from application manifest and used in runtime.
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## Stack size (js-web and wasm-web only)
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YAML field name: **`stackSize`**

docs/en/manuals/application-security.md

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### Encoding project configuration values
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The game.project file will be included as-is in your application bundle. Sometimes you may wish to store public API access keys or similar values, that are of a sensitive, but perhaps not private nature. To harden security for such values they can be included into the application binary, instead of stored in game.project, and still be accessible to Defold API functions such as `sys.get_config_string()` and similar functions. You can do so by adding a native extension in your game project and using the `DM_DECLARE_CONFIGFILE_EXTENSION` macro to provide your own overrides for getting config values using the Defold API functions. An example project that can be used as a starting point is [available on GitHub](https://github.com/defold/example-configfile-extension/tree/master).
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The *game.project* file will be included as-is in your application bundle. Sometimes you may wish to store public API access keys or similar values, that are of a sensitive, but perhaps not private nature. To harden security for such values they can be included into the application binary, instead of stored in *game.project*, and still be accessible to Defold API functions such as `sys.get_config_string()` and similar functions. You can do so by adding a native extension in your *game.project* and using the `DM_DECLARE_CONFIGFILE_EXTENSION` macro to provide your own overrides for getting config values using the Defold API functions. An example project that can be used as a starting point is [available on GitHub](https://github.com/defold/example-configfile-extension/tree/master).
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## Securing your game against cheaters

docs/en/manuals/extensions-defold-sdk.md

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* [Array](/ref/dmArray/) - Templatized array with bounds checking.
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* [Buffer](/ref/dmBuffer/) - Buffer API for data buffers as the main way to communicate between systems. [Lua API](/ref/buffer/) for buffer creation also exists.
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* [Condition Variable](/ref/dmConditionVariable/) - API for platform independent mutex synchronization primitive.
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* [ConfigFile](/ref/dmConfigFile/) - Configuration file access functions. The configuration file is compiled version of the game.project file.
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* [ConfigFile](/ref/dmConfigFile/) - Configuration file access functions. The configuration file is compiled version of the *game.project* file.
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* [Connection Pool](/ref/dmConnectionPool/) - API for a pool of socket connections.
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* [Crypt](/ref/dmCrypt/) - API with cryptographic functions.
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* [DNS](/ref/dmDNS/) - API with DNS functions.

docs/en/manuals/porting-guidelines.md

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For mobile platforms either lock the screen orientation in *game.project* or make sure the game works in both landscape and portrait mode.
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* **Display sizes** - Is everything looking good on a larger or smaller screen than the default width and height set in game project?
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* **Display sizes** - Is everything looking good on a larger or smaller screen than the default width and height set in *game.project*?
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* The projection used in the render script and the layouts used in the gui will play a role here.
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* **Aspect ratios** - Is everything looking good on a screen with a different aspect ratio than the default aspect ratio from the width and height set in game project?
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* **Aspect ratios** - Is everything looking good on a screen with a different aspect ratio than the default aspect ratio from the width and height set in *game.project*?
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* The projection used in the render script and the layouts used in the gui will play a role here.
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* **Refresh rate** - Is the game running well on a screen with a higher refresh rate than 60 Hz?
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* The vsync and swap interval in the Display section of game.project
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* The vsync and swap interval in the Display section of *game.project*
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## Mobile phones and notch and hole punch cameras

docs/en/manuals/zerobrane.md

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Now it is possible to use the debugging features available in ZeroBrane; you can step, inspect, add and remove breakpoints etc.
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::: sidenote
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The debugging will only be enabled for the lua context from where debugging is initiated. Enabling "shared_state" in game.project means you can debug your whole application no matter where you started.
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The debugging will only be enabled for the lua context from where debugging is initiated. Enabling "shared_state" in *game.project* means you can debug your whole application no matter where you started.
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:::
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![Stepping](images/zerobrane/code.png)

docs/en/shared/apple-privacy-manifest.md

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The privacy manifest is a property list that records the types of data collected by your app or third-party SDK, and the required reasons APIs your app or third-party SDK uses. For each type of data your app or third-party SDK collects and category of required reasons API it uses, the app or third-party SDK needs to record the reasons in its bundled privacy manifest file.
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Defold provides a default privacy manifest through the Privacy Manifest field in the game.project file. When creating an application bundle the privacy manifest will be merged with any privacy manifests in the project dependencies and included in the application bundle.
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Defold provides a default privacy manifest through the Privacy Manifest field in the *game.project* file. When creating an application bundle the privacy manifest will be merged with any privacy manifests in the project dependencies and included in the application bundle.
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Read more about privacy manifests in the [official documentation from Apple](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc).

docs/es/faq/faq.md

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#### Q: ¿Cuál es el impacto en el rendimiento por tener muchos componentes de efectos de partículas?
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A: Depende de si están reproduciéndose o no. Un ParticleFx que no esté reproduciendo no tiene costo en el rendimiento. La implicación del rendimiento por reproducir ParticleFx debe ser evaluada usando el profiler pues su impacto depende en cómo está configurado. Como lo es con muchas otras cosas la memoria está asignada en el frente por el número de ParticleFx definido como max_count en game.project.
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A: Depende de si están reproduciéndose o no. Un ParticleFx que no esté reproduciendo no tiene costo en el rendimiento. La implicación del rendimiento por reproducir ParticleFx debe ser evaluada usando el profiler pues su impacto depende en cómo está configurado. Como lo es con muchas otras cosas la memoria está asignada en el frente por el número de ParticleFx definido como max_count en *game.project*.
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#### Q: ¿Cómo recibo input a un objeto del juego dentro de una colección cargada por un proxy de colección?

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