2022년 11월 18일 금요일

DecentralLand Coding

 https://docs.decentraland.org/creator/development-guide/coding-scenes/




The development tools #

At a very high level, the Decentraland Software Development Kit (SDK) allows you to do the following:


Generate a default project containing a Decentraland scene, including all the assets needed to render and run your content.

만들어라. a디폴트 프로젝트 포함하는 a 디센트럴랜드 씬을, 포함하며 all the 에셋들 필요로하는 to 랜더하는데 and 동작시키는데 네 컨텐츠를


Build, test, and preview the content of your scene locally in your web browser - completely offline, and without having to make any Ethereum transactions or own LAND.

Write TypeScript code using the Decentraland API to add interactive and dynamic behavior to the scene.

Upload the content of your scene to the content server.

Link your LAND tokens to the URL of the content you have uploaded.


만들어내라 a default project 포함하는 a DecentrlaLand Scene을,

안고있는 all the assets needed to 랜더링할필요가있는 & 동작시킬필요가있는 contents를.

구축해라, 테스트해라, and 미리봐라 the 컨텐츠를 of your 씬을 locally in네 웹브라우저에서

- 완벽한 오프라인이다. and without having to 만들필요없이 any ETH transactions or 수유땅

써라 TyepScript code를 using the DecentralLand API를 써서

to 추가하기위해 상호작용 and 다이나믹 행동을 to the 씬에

업로드해라 the 컴텐츠를 of 네 씬의 to the 컨텐츠 서버에

링크해라 네 땅 토큰을 to the URL of the 컨텐츠 네가 이미 업로드한



Our SDK includes the following components:


●The Decentraland CLI (Command Line Interface): Use it to generate new Decentraland scenes locally on your own machine, preview them and upload them to the content server.

디센트럴랜드 CLI : Use it to 만들기위해 새 디센트럴랜드 씬을 locally on your own머신에,

미리봐라 them and 업로드해라 them to the 컨텐츠 서버에.


●The Decentraland ECS: A TypeScript package containing the library of helper methods that allows you to create interactive experiences. 

Use it to create and manipulate objects in the scene and also to facilitate in-world transactions between players or other applications. ( latest ECS reference)

디센트럴랜드 ECS: A 타입스크립트 패키지 포함하는 the 라이브러리 of 핼퍼 메소드

that allow you to 만드는걸 상호작용 experiences.

Use it to 생성하는데 and 만들어내는데 objects in the scene

and also to 용이하게하기위해 in-world transactions를 between 플레이어들 or 다른 app들 

●Scene examples: Take inspiration and coding best practices from the scene examples.

씬 예제 : Take 영감 and 코딩 최상의 예제 from the 씬 예제들


★★★

Requirements #

To develop a scene locally, you don’t need to own LAND tokens. 

Developing and testing a scene can be done completely offline, 

without the need to deploy a scene to the Ethereum network 

(the system Decentraland uses to establish ownership of LAND), or the content server.

개발하기위해 씬을 locally, you don't need to 소유땅 토큰들이 필요없다.

개발하기 and 테스팅하기 a 씬 ...는 can be done completely 오프라인에서,

without the 필요없이 to 배치할필요없이 a 씬을 to the Ethereum network에

(the 시스템 디센트럴랜드는 사용한다. to설립하기위해 오너쉽을) or the 컨텐츠 서버를.




You must have the following:


●npm (Node package manager): Used in the terminal to handle scene dependencies, required to install the Decentraland CLI. Download link

사용된 in the 터미널에서 to 다루기위해 씬을 




●The Decentraland CLI: Used to build, preview and upload scenes. See Installation guide

사용된 to 구축하기위해, 미리봐라 and 업로드해라 씬들을. 봐라 설치 가이드를


●A source code editor: Helps you create scenes a lot faster and with less errors. A source code editor marks syntax errors, autocompletes while you write and even shows you smart suggestions that depend on the context that you’re in. You can also click on an object in the code to see the full definition of its class and what attributes it supports. We recommend Visual Studio Code.

소스코드 에디터 : 도와준다 네가 create하는데 씬들을 a lot 더빨리

and with 덜한 에러들과함께.

A소스코드 에디터는 마킹힌다. 문법 에러들을, 자동완성시킨다. while 네가 쓰는동안 and even 보여주는동안 smart suggestions를 that depend on the 문맥...에 따라서

...that you are in.

넌 can also click on an 객체 in the 코드 to 보기위해 the full definition(=확고한 결과물) of its class

and what 

(보기위해) 뭐가 기인하는지 그게 supports하는지.

우린 recommend Visual Studio Code.




TypeScript (recommended) #

We use TypeScript (.ts) to create our scenes.


TypeScript is a superset of JavaScript, so if you’re familiar with JavaScript you’ll find it’s almost the same, but TypeScript allows you to employ object-oriented programming and type declarations. Features like autocomplete and type-checking speed up development times and allow for the creation of a more solid codebase. These features are all key components to a positive developer experience.


Other languages #

You can use another tool or language instead of TypeScript and compile it into JavaScript, as long as your compiled scripts are contained within a single JavaScript file named game.js. All provided type declarations are made in TypeScript, and other languages and transpilers are not officially supported.


댓글 없음:

댓글 쓰기