Relintai
22ce231a4e
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
* This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
* This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in it's own file
* Several changes to Skeletons, listed below:
* Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
* So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
* Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
* Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
* New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
* Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
* BoneAttachment3D node is now completely standalone in its functionality.
* This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
* BoneAttachment3D now can be set either using the index or the bone name.
* BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
* BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
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core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
SCSCons | ||
servers | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
AUTHORS.md | ||
CHANGELOG.md | ||
compat.py | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
gles_builders.py | ||
icon_outlined.png | ||
icon_outlined.svg | ||
icon.png | ||
icon.svg | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
logo_outlined.png | ||
logo_outlined.svg | ||
logo.png | ||
logo.svg | ||
methods.py | ||
platform_methods.py | ||
README.md | ||
sc.py | ||
SConstruct | ||
TODO.md | ||
version.py |
Pandemonium Engine
A 3.x Godot Engine fork where I hack and slash and cause mayhem and destruction to all things good and godot.
Similar idea to godot 4.0, but taken in a completely different direction.
It contains all of my currently in use engine modules. See the changelog for a more comprehensive list of changes.
2D and 3D cross-platform game engine
Pandemonium Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles.
Free, open source and community-driven
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.
Getting the engine
Binary downloads
I don't have anything (lik an official webpage) set up at the moment, but temporarily you can download binaries from the github actions tab [here].
Compiling from source
Compiling is exactly the same as for Godot, so See the official Godot docs for compilation instructions for every supported platform.
Documentation and demos
The documantation is available in this repo under the doc/engine folder. [Here].
You can also look at the official Godot documentation. It is hosted on ReadTheDocs, and is maintained by the Godot community in its own GitHub repository.
The class docs are accessible from the editor.
You can also look at the official godot demos in their own GitHub repository as well as a list of awesome Godot community resources.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc.