My godot fork where I cause mayhem and destruction to all things good and godot.
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Relintai 951ae7b11d Backported from godot4: Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but
without breaking any compatibility.

* Adds a description of what model space is in the Vector3 enums
(MODEL_* constants). This has the proper axes laid out for imported 3D
assets.
* Adds the option to `look_at` using model_space, which uses
Vector3.MODEL_FRONT as forward vector.

The attempt of this PR is to still break the assumption that there is a
single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as
orienting them via look_at.

- reduz

5fdc1232ef

Also bound the new Basis helper methods.
2024-09-30 17:04:00 +02:00
.github Backport text-to-speech support. 2024-09-07 10:28:39 +02:00
core Backported from godot4: Add the ability to look-at in model-space. 2024-09-30 17:04:00 +02:00
doc Backported from godot4: Add the ability to look-at in model-space. 2024-09-30 17:04:00 +02:00
drivers Backport DirectionalLight fade_start property to 3.x 2024-07-17 00:11:17 +02:00
editor Backported: Doctool: Remove version attribute from XML header. 2024-09-20 09:00:20 +02:00
editor_modules Re-extracted class docs. 2024-09-20 10:03:06 +02:00
main Fix parsing of 4. in Expression 2024-09-20 09:01:03 +02:00
misc Create a gdnative headers zip in the make_release script automatically. 2024-09-20 17:18:54 +02:00
modules Undo unecessary breaking change to gdnative. 2024-09-30 16:26:52 +02:00
platform Clang format everything. 2024-09-08 16:52:38 +02:00
scene Backported from godot4: Add the ability to look-at in model-space. 2024-09-30 17:04:00 +02:00
SCSCons
servers Backport DirectionalLight fade_start property to 3.x 2024-07-17 00:11:17 +02:00
thirdparty Added back the denoise module, with oidn built in. 2024-07-15 22:17:52 +02:00
.clang-format Updated old package path. 2024-02-23 10:31:52 +01:00
.clang-tidy
.editorconfig
.gitattributes
.gitignore Add basic Emacs .gitignore entries 2024-07-14 08:54:22 +02:00
AUTHORS.md
backports.md
bp.sh Fix typo. 2024-02-08 13:42:46 +01:00
CHANGELOG.md Update changelog.txt. 2024-09-20 17:21:42 +02:00
compat.py
CONTRIBUTING.md Updated the links in CONTRIBUTING.md, also small tweaks. 2024-09-29 20:30:55 +02:00
COPYRIGHT.txt Fix typo. 2024-09-29 21:21:59 +02:00
DONORS.md
gles_builders.py Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works. 2024-07-16 00:14:10 +02:00
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icon_outlined.svg
icon.png
icon.svg
LICENSE.txt Updated the license. 2023-12-17 21:44:51 +01:00
LOGO_LICENSE.md License tweaks, also fixed project information in COPYRIGHT.txt. 2024-09-29 20:24:53 +02:00
logo_outlined.png
logo_outlined.svg
logo.png
logo.svg
methods.py SCons: Fix Windows/MinGW TypeError with recent SCons 2024-07-14 08:26:48 +02:00
notable_godot_commits_not_included.md Mark skipped commit. 2024-02-08 18:51:50 +01:00
notes.md
platform_methods.py
README.md Fix link. 2024-09-29 21:01:27 +02:00
sc.py
SConstruct Fix and enable the gles3 renderer by default. 2024-07-16 19:44:22 +02:00
scu_builders.py GDScript LSP compile fix pt1. 2023-10-02 19:06:13 +02:00
TODO.md Backported Update Android dependencies for the project 2024-04-20 13:35:32 +02:00
version.py Bump version. 2024-09-20 18:01:01 +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 going from godot 3.x to godot 4.x, but taken in a completely different direction.

Currently this engine is a weird amalgamation of godot 3.x, 4.x, and lots of custom features.

Most of the design decisions went into making everything simple for people that knows (or wants to know) what is going on.

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.

Pandemonium'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.

Godot

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.

Pandemonium

The Godot engine developers decided to remove the GLES2 backend in Godot 4.x so they can pursue the more modern graphics API-s.

After quite a while of thinking and experimentation however I decided that I still need (and want) the GLES2 renderer for my games, I also needed some of the new features from godot 4.x.

So in early 2022 I decided that I'll fork godot 3.x, and backport anything that I need for my games / projects. While here I also used the opportunity to modularize the engine more, and fix issues I had with it. I also added my engine modules to it by default, and ended up writing lots of custom things.

Getting the engine

Binary downloads

You can download binaries from the github actions tab [here], or the releases tab [here].

Compiling from source

See the official docs for compilation instructions for every supported platform.

Documentation and demos

The documentation is available [Here].

The class docs are accessible from the editor.

You can also look at the official pandemonium demos in their own GitHub repository.

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.

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.