My godot fork where I cause mayhem and destruction to all things good and godot.
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core Now get_global in Engine won't print an error if the global isn't exists, instead it will just return null. 2022-08-25 11:25:12 +02:00
doc Now the Engine has methods to store globals (custom singletons). They are mostly meant for classes like EditorInterface, SpatialEditor, and plugin scripts that need a singleton for in-editor use. In essence it provides easy and side effect less access for classes that might not be present on every run. (For example gdscript recognizes normal singletons as keywords, but not these.) 2022-08-23 13:13:39 +02:00
drivers Also renamed the files. 2022-08-19 21:24:36 +02:00
editor Actually register EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals. 2022-08-23 13:21:09 +02:00
editor_modules Re-extracted the class docs. 2022-08-23 13:09:12 +02:00
main Also renamed the files. 2022-08-19 21:24:36 +02:00
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modules Also made it a singleton. 2022-08-23 15:23:34 +02:00
platform Also renamed the files. 2022-08-19 21:24:36 +02:00
scene Now Camera2Ds handle being current properly, and also more intuituvely. 2022-08-24 18:11:10 +02:00
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CHANGELOG.md Added everything to the changelog file. 2022-08-22 02:53:59 +02:00
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gles_builders.py
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methods.py Removed the old dependency sorting system. 2022-08-18 12:54:39 +02:00
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SConstruct Moved the editor only modules to a new editor_modules folder. 2022-08-19 22:46:53 +02:00
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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.