My godot fork where I cause mayhem and destruction to all things good and godot.
Go to file
2023-04-16 18:23:56 +02:00
.github Re-enable werror=yes in the javascript github action. 2023-04-16 15:54:22 +02:00
core Added Size and Point typedefs for Vector3i and Vector4i. 2023-04-16 16:16:56 +02:00
doc Ported: Make MessageQueue growable 2023-04-15 12:06:16 +02:00
drivers Ported: fix shadows pass viewport calculation. 2023-03-12 19:48:33 +01:00
editor Ported: Update make_rst.py to match the master version 2023-04-15 11:20:13 +02:00
editor_modules Set the unlit / unshaded extension when importing / exporting GLTF 2023-04-10 09:50:55 +02:00
main Add init() virtual methods to the navigation servers. 2023-04-16 18:23:56 +02:00
misc Added alternate slim args when building the editor with the setup script. Also updated the list and style of the example. 2023-04-16 17:19:55 +02:00
modules Now more than one Naviugation2D servers can be registered. 2023-04-16 18:19:57 +02:00
platform Ported: Bump the target SDK version to 33 (Android 13) 2023-04-15 11:15:16 +02:00
scene Add set_value_no_signal() to Range 2023-04-15 10:56:26 +02:00
SCSCons Fix typos with codespell. 2022-12-22 19:51:25 +01:00
servers Add init() virtual methods to the navigation servers. 2023-04-16 18:23:56 +02:00
thirdparty zlib/minizip: Update to version 1.2.13, remove zlib from freetype 2023-01-16 14:22:58 +01:00
.clang-format
.clang-tidy
.editorconfig
.gitattributes
.gitignore Ported: Do not ignore x86 source code directories anywhere under thirdparty directory. - ipsoftdev 2022-12-27 22:39:13 +01:00
AUTHORS.md
backports.md Added a backports md file. WIP. 2022-09-16 19:33:23 +02:00
CHANGELOG.md Updated the commits in the Backports section of the changelog file. 2023-04-10 09:56:30 +02:00
compat.py
CONTRIBUTING.md
COPYRIGHT.txt zlib/minizip: Update to version 1.2.13, remove zlib from freetype 2023-01-16 14:22:58 +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
icon.svg
LICENSE.txt Updated copyright headers to 2023. 2022-12-31 19:34:43 +01:00
LOGO_LICENSE.md Updated copyright headers to 2023. 2022-12-31 19:34:43 +01:00
logo_outlined.png
logo_outlined.svg Replaced the logo and icons, app icon and a splash. 2022-03-16 13:43:37 +01:00
logo.png
logo.svg
methods.py Support Git worktrees in generation of hash header 2023-01-16 14:17:05 +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
platform_methods.py
README.md Update link. 2023-01-01 00:57:56 +01:00
sc.py
SConstruct Now modules in custom folders can properly declare their copyright.txt. 2023-01-23 21:57:37 +01:00
TODO.md Fix typos with codespell. 2022-12-22 19:51:25 +01:00
version.py Bump version. 2023-01-01 11:39:31 +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.