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Tweaks to the introduction and the faq.
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@ -17,7 +17,8 @@ of this documentation, so that you know where to start if you are a beginner or
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where to look if you need info on a specific feature.
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Pandemonium Engine is a fork of the [Godot Engine](https://godotengine.org/) (specifically the
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[3.x](https://github.com/godotengine/godot/commits/3.x) branch). With heavy modifications.
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[3.x](https://github.com/godotengine/godot/commits/3.x) branch), with heavy modifications. You can
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think of it as an alternate Godot 4.x.
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Even though lots of things have been changed, most tutorials for godot should work with minimal tweaks.
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@ -41,19 +42,47 @@ if you need a quick writeup about Pandemonium Engine.
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engine to match their expectations. It is supported by the
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[Software Freedom Conservancy](https://sfconservancy.org) not-for-profit.
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Note:
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Pandemonium is a 1 person project at the time of this writing.
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I use it to build both application and games. It is being developed to solve issues
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I personally run into / have to do. This has both upsides and downsides, as
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badly thought out stuff gets caught early, but also I might have to put off
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features for a while because I have to focus on projects that need something else.
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For a more in-depth view of the engine, you are encouraged to read this
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documentation further, especially the
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[step by step](../index.html#tutorials/stepbystep) tutorial.
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### Godot - Pandemonium differences
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- Lots of new engine modules were added.
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- Some godot engine modules have been removed.
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- Engine core have been organized into folders.
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- More built-in variant types.
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- Lots of backports.
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- Lots of bug fixes.
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- Lots of work on engine side modulatization.
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- GLES3 backend is currently removed.
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For a comprehensive list of changes I recommend reading the engie's
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[changelog](https://github.com/Relintai/pandemonium_engine/blob/master/CHANGELOG.md) file.
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## About the documentation
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This documentation is continuously worked on. It is edited via text files in the
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markdown language and then compiled into a static website / offline document using
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a simple python script in the repository's
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markdown language.
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It can be compiled into a static website / offline document using
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a simple python ([md_doc_gen.py](https://github.com/Relintai/pandemonium_engine_docs/tree/master/_tools/md_doc_gen.py)) script in the repository's
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[_tools](https://github.com/Relintai/pandemonium_engine_docs/tree/master/_tools) folder.
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It's using [markdeep](https://casual-effects.com/markdeep/) for rendering it's final html output.
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It can also be hosted by the engine's web module using the experimental
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[pdocs](https://github.com/Relintai/pandemonium_engine_docs/tree/master/_tools/pdocs) project in the `_tools` folder.
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Note:
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- You can contribute to Pandemonium's documentation by opening issue tickets
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@ -36,22 +36,21 @@ Also, see [the license page on the Pandemonium website](https://pandemoniumengin
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**For exporting your games:**
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* Windows (and UWP)
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* Windows
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* macOS
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* X11 (Linux, \*BSD)
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* X11 (Linux, \*BSD) (x64, x86, arm32, arm64)
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* Android
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* iOS
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* Web
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* Single Board Computers (FRT, and FRT SDL backends)
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* Eventually UWP. (Currently needs working build containers, and some reworks.)
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Both 32- and 64-bit binaries are supported where it makes sense, with 64
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being the default.
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Some users also report building and using Pandemonium successfully on ARM-based
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systems with Linux, like the Raspberry Pi.
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Additionally, there is some unofficial third-party work being done on building
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for some consoles. However, none of this is included in the default build
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scripts or export templates at this time.
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Just like godot 3.x the codebase should compile for consoles. If you have access
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to godot platform implementations for them, they should be simple to make work
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with pandemonium aswell.
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For more on this, see the sections on [exporting](toc-learn-workflow-export)
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and [compiling Pandemonium yourself](toc-devel-compiling).
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@ -68,11 +67,45 @@ the long run, for prototyping, developing Minimum Viable Products (MVPs), and
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focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
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way of developing your games.
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[Python](https://github.com/Relintai/gdnative_python) and [C++ (GDNative)](https://github.com/Relintai/gdnative_cpp)
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are available using GDNative.
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### GDNative
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[C#](https://github.com/Relintai/mono) is available as an engine module.
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(You need to add it to the engine and recompile it to have it.)
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GDNative is a C interface that lets you create and dynamically load dll-s.
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Code in these dlls can use engine types, and can call engine methods, and
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they can even create custom classes.
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#### Python
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Godot's [GDNative Python](https://github.com/Relintai/gdnative_python) ported to work with pandemonium.
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It's setup in a self contained way. Can come in handy for tools,
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as python has access to lots of great libraries, and you can
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bundle them with your application using this module.
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Only has binaries for desktop platforms.
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I only recommend it for desktop tools where you want access to some of the python libraries,
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but you also need a self contained application. It's a lot simpler than connecting and managing
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multiple apps through sockets, but it's still relatively complex to set up.
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#### C++
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Godot's [GDNative C++](https://github.com/Relintai/gdnative_cpp) ported to work with pandemonium.
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Currently under rework to make it's code (hopefully) identical to engine side c++. If successful,
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engine side module code could be developed with faster recompile times, and even dynamic reloading
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in some cases.
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### C#
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[C#](https://github.com/Relintai/mono) is available as an engine module,
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which means you need to add it to the engine and recompile it to have it.
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It comes with lots of complexities.
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I only recommend it for tools, and when you need something from the c# ecosystem
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integrated into your application.
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Most of the time you are probably better off just writing GDScript, or engine modules in c++ though.
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## What is GDScript and why should I use it?
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