My godot fork where I cause mayhem and destruction to all things good and godot.
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lawnjelly 3a04d5adfe GLES2 / GLES3 - Use gl_FragColor temporary
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader.

This could potentially lead to large gains in performance on affected hardware.
2024-02-08 14:58:12 +01:00
.github Web: Workaround Emscripten 3.1.42+ LTO regression 2023-12-20 22:09:10 +01:00
core Fix #if *_ENABLED inconsistencies, should check if defined 2024-02-08 14:16:03 +01:00
doc Mention InputEventJoypadButton's pressure not working 2024-02-08 14:57:01 +01:00
drivers GLES2 / GLES3 - Use gl_FragColor temporary 2024-02-08 14:58:12 +01:00
editor Improve Scene Tree Dock's Node filter (Allow multiple terms & more) 2024-02-08 14:46:41 +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 Update linker flags for Xcode 15.0 - 15.2. Bump min. iOS version to 12. 2024-02-08 14:30:10 +01:00
modules GDScript: Fix get_method_list for custom functions 2024-02-08 14:50:56 +01:00
platform Add APP_PAUSED and APP_RESUMED MainLoop notifications 2024-02-08 14:49:18 +01:00
scene Add Editor Description group 2024-02-08 14:56:04 +01:00
SCSCons Fix typos with codespell. 2022-12-22 19:51:25 +01:00
servers Prevent shuffling custom shader functions (shader cache requires determinism) 2024-02-08 14:48:50 +01:00
thirdparty Fix build when the mbedtls module is disabled. 2023-12-24 10:42:44 +01:00
.clang-format
.clang-tidy
.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 Fixed include paths, compile errors and some code style. 2023-12-25 20:00:07 +01:00
compat.py
CONTRIBUTING.md
COPYRIGHT.txt Fix JNI method names and java class lookup names in the android backend. 2023-08-31 21:59:44 +02:00
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
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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
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methods.py Build system: add option for MSVC incremental linking. 2023-12-20 22:03:39 +01:00
notable_godot_commits_not_included.md Added a new .md file which will contain some of the godot commits that are interesting, but I decided against having it. 2022-12-22 16:25:43 +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 Fix typos with codespell. 2022-12-22 19:51:25 +01:00
version.py Bump version. 2023-10-11 12:43:33 +02:00

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.