2.5 KiB
2.5 KiB
Code guidelines
For the most part, follow Godot conventions.
Syntax
- Class and struct names
PascalCase
- Constants, enums and macros
CAPITAL_CASE
- Other names
snake_case
- Globals prefixed with
g_
- Parameters prefixed with
p_
, but not really enforced so far. Matters for big functions. - Private and protected fields prefixed with
_
- Some private functions start with
_
, either to mimic Godot API, or to signify it's a re-used function that performs no checks - Enums prefixed by their name. Example:
enum Type { TYPE_ONE, TYPE_TWO }
- Open braces at the end of line, close them next line
- Never omit braces
- Space between binary operators and control flow
- Indent with tabs
- Use Clang-format to automate most of these rules (the one included in Godot should do it)
C++ features
- Don't use
auto
unless the type is impossible to express or a horrible template (like STL ones). IDEs aren't granted (Github reviews and diffs) - STL is ok if it measurably performs better than Godot alternatives.
- Initialize variables next to declaration
Error handling
- No exceptions
- Check invariants, fail early. Use
CRASH_COND
to make sure states are as expected even if they don't cause immediate harm. - Crashes aren't nice to users, so in those cases use
ERR_FAIL_COND
macros for code that can recover from error
Performance
In performance-critical areas:
- Avoid allocations. Re-use memory either with
ObjectPool
, fixed-size arrays or usestd::vector
capacity. - Avoid
virtual
,Ref<T>
,String
- Don't resize
PoolVectors
orVector<T>
, or do it in one go if needed - Careful about what is thread-safe and what isn't. Some major areas of this module work within threads.
- Reduce mutex locking to a minimum
- Use data structures that are fit to the most frequent use over time (will often be either array, vector or hash map)
- Consider statistics if their impact is negligible. It helps monitoring how well the module performs even in release builds.
- Profile your code, in release mode. The lightweight
util/zprofiling.h
can help but you are free to use your own technique.
Godot API
- Use the most direct APIs for the job. Especially, don't use nodes. See
VisualServer
andPhysicsServer
. - Always use
Read
andWrite
when modifyingPoolVector
. - Only expose a function if it is safe to use and guaranteed to remain present for a while
- use
memnew
,memdelete
,memalloc
andmemfree
so memory usage is counted within Godot monitors