My godot fork where I cause mayhem and destruction to all things good and godot.
Go to file
2024-02-15 20:38:16 +01:00
.github CI: Update mymindstorm/setup-emsdk to v14, should fix cache folder conflicts 2024-02-08 15:15:55 +01:00
core Added get_global_class_name method to Script. Now GDScriptParser uses this first to determine global class names, instead of parsing the script file again. 2024-02-13 20:09:46 +01:00
doc Ported: Vertex cache optimizer 2024-02-08 21:35:01 +01:00
drivers Ported: Fix signed distance field font rendering 2024-02-08 19:11:34 +01:00
editor Fix errors during filtering Nodes in the editor. 2024-02-08 22:42:42 +01:00
editor_modules Implemented clearing custom fonts in the editor's text editor module. Also small improvements. 2024-01-12 14:45:07 +01:00
main Fix running standalone scripts in non-editor builds. 2024-01-02 13:56:15 +01:00
misc Updated the sample module config file with the new modules. 2024-02-08 23:58:47 +01:00
modules Added get_global_class_name method to Script. Now GDScriptParser uses this first to determine global class names, instead of parsing the script file again. 2024-02-13 20:09:46 +01:00
platform Ported: Update the logic used to start / stop the GL thread 2024-02-08 22:10:48 +01:00
scene Ported: Vertex cache optimizer 2024-02-08 21:35:01 +01:00
SCSCons Fix typos with codespell. 2022-12-22 19:51:25 +01:00
servers Fix build on MSVC. 2024-02-15 20:38:16 +01:00
thirdparty mbedtls: Update to upstream version 2.28.7 2024-02-08 17:41:31 +01:00
.clang-format
.clang-tidy Actually disabled modernize-use-nullptr for clang tidy, 2022-07-31 13:43:26 +02:00
.editorconfig
.gitattributes
.gitignore add venv and .venv to the .gitignore 2023-08-30 11:01:19 +02:00
AUTHORS.md
backports.md Added a backports md file. WIP. 2022-09-16 19:33:23 +02:00
bp.sh Fix typo. 2024-02-08 13:42:46 +01:00
CHANGELOG.md Updated the changelog file. 2024-02-09 09:25:09 +01:00
compat.py
CONTRIBUTING.md
COPYRIGHT.txt zlib/minizip: Update to version 1.3 2024-02-08 15:06:20 +01:00
DONORS.md Update DONORS list. 2023-03-12 14:21:54 +01:00
gles_builders.py Ported: CI: Sync configuration with master branch 2022-09-17 09:55:21 +02:00
icon_outlined.png
icon_outlined.svg
icon.png Restore main icon.png that got deleted by accident. 2022-03-24 20:17:23 +01:00
icon.svg
LICENSE.txt Updated the license. 2023-12-17 21:44:51 +01:00
LOGO_LICENSE.md Updated copyright headers to 2023. 2022-12-31 19:34:43 +01:00
logo_outlined.png
logo_outlined.svg
logo.png
logo.svg
methods.py SCons: Fix Python 3.12 SyntaxError with regex escape sequences 2024-02-08 15:20:45 +01:00
notable_godot_commits_not_included.md Mark skipped commit. 2024-02-08 18:51:50 +01:00
notes.md Added notes.md file. 2023-07-13 12:35:54 +02:00
platform_methods.py
README.md Update link. 2023-01-01 00:57:56 +01:00
sc.py
SConstruct SCons: Enable /WX on LINKFLAGS for MSVC with werror=yes 2023-08-30 10:30:12 +02:00
scu_builders.py GDScript LSP compile fix pt1. 2023-10-02 19:06:13 +02:00
TODO.md Added a commit as a todo. 2024-02-08 21:17:14 +01:00
version.py Bump version. 2024-02-09 22:35:50 +01:00

Pandemonium Engine

Pandemonium Engine logo

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

Pandemonium 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 (like an official webpage) set up at the moment, but temporarily you can download binaries from the github actions tab [here], or the releases 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

Some of the documentation is available in this repo under the doc/engine folder. [Here].

You can also look at the official 3.x Godot documentation, it will work mostly (sometimes with trivial modifications). 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 pandemonium demos in their own GitHub repository.

It's also worth looking at official godot 3.x resources, like this awesome Godot list, and there are also a number of other godot learning resources provided by the community, such as text and video tutorials, demos, etc.