My godot fork where I cause mayhem and destruction to all things good and godot.
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Relintai 60b854d657 Ported: Make Navigation Agents and Obstacles respect parent process mode
Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
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doc Ported: Add node list param to GraphEdit::delete_nodes_request signal - Chaosus 2022-07-27 20:01:38 +02:00
drivers Ported: Fixed Bug where DoF incorrectly wrote to alpha channel amd bug with tonemap shaders. - clayjohn 2022-07-27 19:47:50 +02:00
editor Fix compile. 2022-07-27 20:07:29 +02:00
main Hide the first --print-fps outputs after the engine has started 2022-07-27 19:40:40 +02:00
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modules Ported: Make Navigation Agents and Obstacles respect parent process mode 2022-07-27 20:07:55 +02:00
platform Increase compiler optimization when using target=release on iOS/Android 2022-07-27 18:48:04 +02:00
scene Ported: Make Navigation Agents and Obstacles respect parent process mode 2022-07-27 20:07:55 +02:00
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servers Ported: Add NavigationServer2D/3D API functions to find missing RID info 2022-07-27 18:58:09 +02:00
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version.py

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

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.