Replies: 2 comments 6 replies
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Can you provide an example of a specific scenario? I'm having trouble imaging how your |
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This is why I said you might be reinventing the wheel on RocketChat. Godot does support remapping resources based on the current language, see Project Settings > Localization > Remaps.
A proprietary format means that translators can't use their existing tools to create & manage translations, e.g. Poedit and gettext CLI tools. If you just want to make wiring resource remaps for different languages easier, I think adding an API for setting these remaps dynamically at runtime might be enough (currently users can only set that in the project settings). It does not need to touch the generation and management of the translation files. |
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Gettext is an excellent software internationalization and localization solution, and godot also supports
po/pot
to complete game localization.However, in addition to text resources, there are many other non-text resources in game development that require internationalization and localization support. This is something that
po/pot
cannot handle.Do we need to design a new extension file (
poe/poet
) dedicated to the internationalization and localization of non-text resources to achieve better support?In this way, godot only needs to generate
pot
andpoet
files at the same time to complete internationalization. Localization personnel generatepo
andpoe
files in the corresponding language based on these template files, and the engine loads these files at runtime to achieve game localization.Furthermore, the existing TMS (Translation management system) only supports text processing. We can develop a new TMS to better support game localization (by providing SDK or engine direct integration to work together).
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