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https://github.com/Relintai/pandemonium_engine.git
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118 lines
3.7 KiB
Markdown
118 lines
3.7 KiB
Markdown
Usage
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=====
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FRT focuses on the runtime / export template only (i.e. not on the editor).
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You can use the official editor on Windows, Linux or MacOS to package a game.
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Compile FRT, or download and uncompress a binary from:
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<https://sourceforge.net/projects/frt/files>
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## Picking a version
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### Platform: X11 vs FRT
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Export templates for the official X11 platform can be easily generated and
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they work on a Pi, *provided that you switch to the new GL driver*.
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If this limitation is acceptable to you, there is no reason to use FRT.
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Also, the X11 platform supports the X11 environment far better than FRT.
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Nowadays, the main reason to use FRT is to run Godot on a KMS/DRM-based
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distro like RetroPie.
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## Exporting a game
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### Godot 2.1
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To pack a game, use the Linux X11 Platform. Uncheck "64 Bits",
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uncheck "Debugging Enabled" and point the Custom Binary / Release file to
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the uncompressed FRT binary.
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### Godot 3.0 / 3.1
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You can generally use the Linux X11 Platform as for Godot 2.
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However, if you use compressed textures (e.g. 3D Games), you need to
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select the appropriate texture format (Etc). Since this combination
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(Etc for X11) might not be well tested upstream, you might need
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to use the Android export template and generate a PCK/ZIP file instead.
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## Binary Releases
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Starting from FRT 0.9.3, binary releases follow the following naming
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convention:
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frt\_*frt-version*\_*godot-version*\_*arch-tag*.bin
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For example:
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frt\_110\_342\_arm32v7.bin
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is FRT 1.1.0 compiled against Godot 3.4.2-stable. It is compiled for
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a 32-bit distro.
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The architecture tags have been changed in FRT 1.1.0. The change of
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naming reflects different compilation flags being used.
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- *arm32v6* and *arm32v7*. For 32-bit distros. Most users would want arm32v7.
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The arm32v6 versions are provided to support older Pis.
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- *arm64v8*. For 64-bit distros. I hardly test them myself, but they are
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increasingly popular, so they are quite tested by users.
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## Demos
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A few exported demo projects are available for testing:
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<https://sourceforge.net/projects/frt/files/demos>
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For ease of notation, this page assumes that the chosen binary has been
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renamed to `godot2.frt.bin` (for Godot 2.1) or `godot3.frt.bin`
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(for Godot 3.0 - 3.2) and it has been installed somewhere in `$PATH`.
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### Godot 2.1
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You can unzip a demo and run it by either switching to its directory
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or giving its directory as a command line option:
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~ $ mkdir demo
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~ $ cd demo
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~/demo $ unzip ~/Downloads/21_2d_platformer.zip
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~/demo $ godot2.frt.bin
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~/demo $ cd
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~ $ godot2.frt.bin -path demo
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You cal also run a demo PCK/ZIP directly:
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~ $ godot2.frt.bin -main_pack ~/Downloads/21_2d_platformer.zip
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You can finally put the demo PCK/ZIP in the same directory as the
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binary and give them the same base name:
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~ $ mkdir tmp
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~ $ cd tmp
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~/tmp $ cp ~/Downloads/21_2d_platformer.zip platformer.zip
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~/tmp $ cp /usr/local/bin/godot2.frt.bin platformer.bin
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~/tmp $ ./platformer.bin
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### Godot 3.0 - 3.2
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Just like for Godot 2, you can unzip a demo (just use `--path`),
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rename it, or run it directly (just use `--main-pack`).
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The version of Godot 3.0 supported by FRT (3.0-gles2) defaults to GLES2.
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If your board supports GLES3, you can run a GLES3 demo on it, but
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you have to select the GLES3 renderer explicitly:
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~ $ godot3.frt.bin --video-driver GLES3 --main-pack ~/Downloads/30_2d_platformer.zip
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GPU Particles should now be working. GLES3 has only been tested on a PC with
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an Intel Graphics Card (Sandybridge Mobile) running debian stretch.
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For a (quite heavy) 3D demo you can try:
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~ $ godot3.frt.bin --video-driver GLES3 --main-pack ~/Downloads/30_3d_material_testers.pck
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Please note that the above Intel GPU can only render a few frames per seconds
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of this demo. It might be helpful to add an option like `--resolution 320x240`
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to the command line.
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