Relintai
91e598aa7b
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
- akien-mga
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doc | ||
drivers | ||
editor | ||
editor_modules | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
SCSCons | ||
servers | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
AUTHORS.md | ||
backports.md | ||
CHANGELOG.md | ||
compat.py | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
gles_builders.py | ||
icon_outlined.png | ||
icon_outlined.svg | ||
icon.png | ||
icon.svg | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
logo_outlined.png | ||
logo_outlined.svg | ||
logo.png | ||
logo.svg | ||
methods.py | ||
notable_godot_commits_not_included.md | ||
platform_methods.py | ||
README.md | ||
sc.py | ||
SConstruct | ||
TODO.md | ||
version.py |
Pandemonium Engine
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.