My godot fork where I cause mayhem and destruction to all things good and godot.
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Relintai 37fa118ec4 Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
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doc Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings 2023-06-11 13:16:13 +02:00
drivers Backported: [3.x] Fix NODE_POSITION_VIEW Shader Built-In 2023-06-11 09:38:19 +02:00
editor Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings 2023-06-11 13:16:13 +02:00
editor_modules Ported: [3.x] Implement physics support in the GLTF module 2023-05-01 12:46:55 +02:00
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misc Ported: Add benchmark logic 2023-05-01 15:32:01 +02:00
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platform Ported: Enable granular control of touchscreen related settings 2023-06-11 12:57:25 +02:00
scene Fix PopupMenu's maximum height not being automatically set 2023-06-11 09:22:06 +02:00
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thirdparty Backported from godot4: Rework Navigation Avoidance 2023-06-10 20:58:49 +02:00
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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.