PANDEMONIUM(6)

NAME
pandemonium - multi-platform 2D and 3D game engine with a feature-rich editor

SYNOPSIS
pandemonium [options] [path to scene or 'project.pandemonium' file]

DESCRIPTION
Pandemonium Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine.
It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

  General options:

-h, --help
    Display this help message.

--version
    Display the version string.

-v, --verbose
    Use verbose stdout mode.

--quiet
    Quiet mode, silences stdout messages. Errors are still displayed.

  Run options:

-e, --editor
    Start the editor instead of running the scene.

-p, --project-manager
    Start the project manager, even if a project is auto-detected.

-q, --quit
    Quit after the first iteration.

-l, --language <locale>
    Use a specific locale (<locale> being a two-letter code).

--path <directory>
    Path to a project (<directory> must contain a 'project.pandemonium' file).

-u, --upwards
    Scan folders upwards for project.pandemonium file.

--main-pack <file>
    Path to a pack (.pck) file to load.

--render-thread <mode>
    Render thread mode ('unsafe', 'safe', 'separate').

--remote-fs <address>
    Remote filesystem (<host/IP>[:<port>] address).

--remote-fs-password <password>
    Password for remote filesystem.

--audio-driver <driver>
    Audio driver ('PulseAudio', 'ALSA', 'Dummy').

--video-driver <driver>
    Video driver ('GLES3', 'GLES2').

  Display options:

-f, --fullscreen
    Request fullscreen mode.

-m, --maximized
    Request a maximized window.

-w, --windowed
    Request windowed mode.

-t, --always-on-top
    Request an always-on-top window.

--resolution <W>x<H>
    Request window resolution.

--position <X>,<Y>
    Request window position.

--low-dpi
    Force low-DPI mode (macOS and Windows only).

--no-window
    Disable window creation (Windows only). Useful together with --script.

--enable-vsync-via-compositor
    When vsync is enabled, vsync via the OS' window compositor (Windows only).

--disable-vsync-via-compositor
    Disable vsync via the OS' window compositor (Windows only).

  Debug options:

-d, --debug
    Debug (local stdout debugger).

-b, --breakpoints
    Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead).

--profiling
    Enable profiling in the script debugger.

--remote-debug <address>
    Remote debug (<host/IP>:<port> address).

--debug-collisions
    Show collisions shapes when running the scene.

--debug-navigation
    Show navigation polygons when running the scene.

--frame-delay <ms>
    Simulate high CPU load (delay each frame by <ms> milliseconds).

--time-scale <scale>
    Force time scale (higher values are faster, 1.0 is normal speed).

--disable-render-loop
    Disable render loop so rendering only occurs when called explicitly from script.

--disable-crash-handler
    Disable crash handler when supported by the platform code.

--fixed-fps <fps>
    Force a fixed number of frames per second. This setting disables real-time synchronization.

--print-fps
    Print the frames per second to the stdout.

  Standalone tools:

-s, --script <script>
    Run a script.

--check-only
    Only parse for errors and quit (use with --script).

--export <preset> <path>
    Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
    <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.

--export-debug <preset> <path>
    Same as --export, but using the debug template.

--export-pack <preset> <path>
    Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.

--doctool <path>
    Dump the engine API reference to the given <path> in XML format, merging if existing files are found.

--no-docbase
    Disallow dumping the base types (used with --doctool).

--build-solutions
    Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.

--gdnative-generate-json-api
    Generate JSON dump of the Pandemonium API for GDNative bindings.

--test <test>
    Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').

FILES
XDG_DATA_CONFIG/pandemonium/ or ~/.config/pandemonium/
    User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
XDG_DATA_HOME/pandemonium/ or ~/.local/share/pandemonium/
    Contains the default configuration and user data folders for Pandemonium-made games (user:// path), as well as export templates.
XDG_DATA_CACHE/pandemonium/ or ~/.cache/pandemonium/
    Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
/usr/share/doc/pandemonium/
    Additional documentation files.
/usr/share/licenses/pandemonium/
    Detailed licensing information.

SEE ALSO
See the project website at https://pandemoniumengine.org and the source code repository at https://github.com/pandemoniumengine/pandemonium for more details.

BUGS
Pandemonium Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on Pandemonium's issue tracker at https://github.com/pandemoniumengine/pandemonium/issues.

AUTHOR
Man page written by Rémi Verschelde <remi@pandemoniumengine.org> on behalf of the Pandemonium Engine development team.