My godot fork where I cause mayhem and destruction to all things good and godot.
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lawnjelly a39a25694d Batching - fix uninitialized color read
Valgrind was showing a read from uninitialized memory. r_fill_state.curr_batch->color is unset (for performance reasons), so can contain random data.

This actually doesn't matter in practice, since logically this uninitialized state can only occur when change_batch is set, and the only side effect is that change_batch is set. Hence why no bugs occur in practice.

This PR prevents this read from uninitialized data. It is likely free in terms of performance after optimization, and keeps the Valgrind logs clearer, so why not.
2022-09-16 23:30:31 +02:00
.github HTML5: Fix warning with Emscripten 3.1.20 2022-09-16 23:18:43 +02:00
core Add Dictionary.find_key() 2022-09-16 23:20:06 +02:00
doc Add GraphNode 'selected' and 'unselected' signals, simplify GraphEdit 2022-09-16 23:29:52 +02:00
drivers Batching - fix uninitialized color read 2022-09-16 23:30:31 +02:00
editor Disable logic that triggers automatic focus gain as the Godot Editor is loaded 2022-09-16 23:28:31 +02:00
editor_modules Fix build when the new skeleton 3d module is disabled. 2022-08-28 16:01:50 +02:00
main Add boot splash display time setting 2022-09-16 21:19:03 +02:00
misc Add ability to extend the set of Git pre-commit hooks 2022-09-16 22:47:07 +02:00
modules Update UPnP documentation 2022-09-16 22:32:58 +02:00
platform HTML5: Fix warning with Emscripten 3.1.20 2022-09-16 23:18:43 +02:00
scene Add GraphNode 'selected' and 'unselected' signals, simplify GraphEdit 2022-09-16 23:29:52 +02:00
SCSCons
servers Backport fixes to documentation for paths, curves and navigation servers 2022-09-16 13:07:20 +02:00
thirdparty Ported: zstd: Update to upstream version 1.5.2 2022-09-16 21:31:55 +02:00
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.gitignore Add ability to extend the set of Git pre-commit hooks 2022-09-16 22:47:07 +02:00
AUTHORS.md
backports.md Added a backports md file. WIP. 2022-09-16 19:33:23 +02:00
CHANGELOG.md Added everything to the changelog file. 2022-08-22 02:53:59 +02:00
compat.py
CONTRIBUTING.md
COPYRIGHT.txt
DONORS.md
gles_builders.py Removed CameraMatrix, and switched to Projection. 2022-08-16 10:26:35 +02:00
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methods.py Fix build failures for Android on Windows 2022-09-16 22:47:48 +02:00
platform_methods.py
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sc.py
SConstruct SCons: Enforce version 4.0+ when compiledb=yes is used 2022-09-16 23:10:16 +02:00
TODO.md Removed a line from the todos file. 2022-09-10 04:17:14 +02:00
version.py Increase version. 2022-08-22 02:54:37 +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

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.