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Tweaks and ordering.
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## What can I do with Pandemonium? How much does it cost? What are the license terms?
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Pandemonium is `Free and Open-Source Software ( https://en.wikipedia.org/wiki/Free_and_open-source_software )` available under the `OSI-approved ( https://opensource.org/licenses/MIT )` MIT license. This means it is free as in "free speech" as well as in "free beer."
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Pandemonium is [Free and Open-Source Software]( https://en.wikipedia.org/wiki/Free_and_open-source_software) available under the
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[OSI-approved](https://opensource.org/licenses/MIT) MIT license. This means it is free as in "free speech" as well as in "free beer."
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In short:
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@ -11,18 +12,17 @@ In short:
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* You are free to modify, distribute, redistribute, and remix Pandemonium to your heart's content, for any reason, both non-commercially and commercially.
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All the contents of this accompanying documentation are published under
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the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 ( https://creativecommons.org/licenses/by/3.0/ )`) license, with attribution
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the permissive Creative Commons Attribution 3.0 ([CC-BY 3.0]( https://creativecommons.org/licenses/by/3.0/ )) license, with attribution
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to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
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Logos and icons are generally under the same Creative Commons license. Note
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that some third-party libraries included with Pandemonium's source code may have
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different licenses.
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For full details, look at the `COPYRIGHT.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/COPYRIGHT.txt )` as well
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as the `LICENSE.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/LICENSE.txt )` and `LOGO_LICENSE.txt ( https://github.com/Relintai/pandemonium_engine/blob/master/LOGO_LICENSE.md )` files
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in the Pandemonium repository.
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For full details, look at the [COPYRIGHT.txt](https://github.com/Relintai/pandemonium_engine/blob/master/COPYRIGHT.txt) as well
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as the [LICENSE.txt](https://github.com/Relintai/pandemonium_engine/blob/master/LICENSE.txt) and [LOGO_LICENSE.txt](https://github.com/Relintai/pandemonium_engine/blob/master/LOGO_LICENSE.md) files in the Pandemonium repository.
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Also, see `the license page on the Pandemonium website ( https://pandemoniumengine.org/license )`.
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Also, see [the license page on the Pandemonium website](https://pandemoniumengine.org/license).
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## Which platforms are supported by Pandemonium?
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@ -31,7 +31,7 @@ Also, see `the license page on the Pandemonium website ( https://pandemoniumengi
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* Windows
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* macOS
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* X11 (Linux, \*BSD)
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* `Web ( doc_using_the_web_editor )`
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* [Web](doc_using_the_web_editor)
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* Android (experimental)
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**For exporting your games:**
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@ -53,14 +53,13 @@ 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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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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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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## Which programming languages are supported in Pandemonium?
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The officially supported languages for Pandemonium are GDScript, Visual Scripting,
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C#, and C++. See the subcategories for each language in the
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`scripting ( toc-learn-scripting )` section.
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The officially supported languages for Pandemonium are GDScript, and C++.
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See the subcategories for each language in the [scripting](toc-learn-scripting) section.
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If you are just starting out with either Pandemonium or game development in general,
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GDScript is the recommended language to learn and use since it is native to Pandemonium.
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@ -69,19 +68,11 @@ 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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Note that C# support is still relatively new, and as such, you may encounter some
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issues along the way. Our friendly and hard-working development community is always
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ready to tackle new problems as they arise, but since this is an open-source project,
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we recommend that you first do some due diligence yourself. Searching through
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discussions on `open issues ( https://github.com/Relintai/pandemonium_engine/issues )` is a
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great way to start your troubleshooting.
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As for new languages, support is possible via third parties using the GDNative /
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NativeScript / PluginScript facilities. (See the question about plugins below.)
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Work is currently underway, for example, on unofficial bindings for Pandemonium
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to `Python ( https://github.com/touilleMan/pandemonium-python )` and `Nim ( https://github.com/pragmagic/pandemonium-nim )`.
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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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[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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## What is GDScript and why should I use it?
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@ -90,7 +81,7 @@ up to maximize Pandemonium's potential in the least amount of code, affording bo
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and expert developers alike to capitalize on Pandemonium's strengths as fast as possible.
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If you've ever written anything in a language like Python before then you'll feel
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right at home. For examples, history, and a complete overview of the power GDScript
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offers you, check out the `GDScript scripting guide ( doc_gdscript )`.
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offers you, check out the [GDScript scripting guide](doc_gdscript).
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There are several reasons to use GDScript--especially when you are prototyping, in
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alpha/beta stages of your project, or are not creating the next AAA title--but the
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@ -118,18 +109,18 @@ languages can be found in the `doc_gdscript_more_efficiently` tutorial.
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## What were the motivations behind creating GDScript?
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In the early days, the engine used the `Lua ( https://www.lua.org )`
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In the early days, the engine used the [Lua](https://www.lua.org)
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scripting language. Lua is fast, but creating bindings to an object
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oriented system (by using fallbacks) was complex and slow and took an
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enormous amount of code. After some experiments with
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`Python ( https://www.python.org )`, it also proved difficult to embed.
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[Python](https://www.python.org), it also proved difficult to embed.
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The main reasons for creating a custom scripting language for Pandemonium were:
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The main reasons for creating a custom scripting language for Godot were:
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1. Poor threading support in most script VMs, and Pandemonium uses threads
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1. Poor threading support in most script VMs, and Godot uses threads
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(Lua, Python, Squirrel, JavaScript, ActionScript, etc.).
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2. Poor class-extending support in most script VMs, and adapting to
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the way Pandemonium works is highly inefficient (Lua, Python, JavaScript).
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the way Godot works is highly inefficient (Lua, Python, JavaScript).
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3. Many existing languages have horrible interfaces for binding to C++, resulting in large amount of
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code, bugs, bottlenecks, and general inefficiency (Lua, Python,
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Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations.
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@ -146,13 +137,13 @@ GDScript was designed to curtail the issues above, and more.
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## What type of 3D model formats does Pandemonium support?
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Pandemonium supports Collada via the `OpenCollada ( https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools )` exporter (Maya, 3DSMax).
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If you are using Blender, take a look at our own `Better Collada Exporter ( https://pandemoniumengine.org/download )`.
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Currently Pandemonium supports glTF and OBJ.
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As of Pandemonium 3.0, glTF is supported.
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FBX support was removed to reduce engine bloat, because glTF turned out to be easier to
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use most of the time. Also FBX is proprietary format. The FBX2glTF tool can easily convert it.
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FBX is supported via the Open Asset Import library. However, FBX is proprietary
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so we recommend using other formats listed above, if suitable for your workflow.
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However note that FBX support can be added back relatively easily from
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[Godot](https://github.com/godotengine/godot/tree/3.x/modules/fbx) if needed.
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## Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Pandemonium?
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@ -177,13 +168,8 @@ with ambitious community contributors like you.
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Since you don't need to actually install Pandemonium on your system to run it,
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this means desktop integration is not performed automatically.
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There are two ways to overcome this. You can install Pandemonium from
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`Steam ( https://store.steampowered.com/app/404790/Pandemonium_Engine/ )` (all platforms),
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`Scoop ( https://scoop.sh/ )` (Windows), `Homebrew ( https://brew.sh/ )` (macOS)
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or `Flathub ( https://flathub.org/apps/details/org.pandemoniumengine.Pandemonium )` (Linux).
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This will automatically perform the required steps for desktop integration.
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Alternatively, you can manually perform the steps that an installer would do for you:
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You can manually perform the steps that an installer would do for you:
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### Windows
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@ -216,7 +202,7 @@ to the Dock if desired. Spotlight will be able to find Pandemonium as long as it
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line in the `.desktop` file linked below to contain the full *absolute* path
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to the Pandemonium binary.
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- Save `this .desktop file ( https://raw.githubusercontent.com/pandemoniumengine/pandemonium/3.x/misc/dist/linux/org.pandemoniumengine.Pandemonium.desktop )`
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- Save [this .desktop file](https://raw.githubusercontent.com/Relintai/pandemonium_engine/master/misc/dist/linux/org.pandemonium.Pandemonium.desktop)
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to `$HOME/.local/share/applications/`. If you have administrator privileges,
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you can also save the `.desktop` file to `/usr/local/share/applications`
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to make the shortcut available for all users.
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@ -338,16 +324,16 @@ certain screen sizes in the App Store or Google Play.
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## How can I extend Pandemonium?
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For extending Pandemonium, like creating Pandemonium Editor plugins or adding support
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for additional languages, take a look at `EditorPlugins ( doc_making_plugins )`
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for additional languages, take a look at [EditorPlugins](doc_making_plugins)
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and tool scripts.
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Also, see the official blog posts on these topics:
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* `A look at the GDNative architecture ( https://pandemoniumengine.org/article/look-gdnative-architecture )`
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* `GDNative is here! ( https://pandemoniumengine.org/article/dlscript-here )`
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* [A look at the GDNative architecture]( https://pandemoniumengine.org/article/look-gdnative-architecture )`
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* [GDNative is here!]( https://pandemoniumengine.org/article/dlscript-here )`
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You can also take a look at the GDScript implementation, the Pandemonium modules,
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as well as the `unofficial Python support ( https://github.com/touilleMan/pandemonium-python )` for Pandemonium.
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as well as the [unofficial Python support]( https://github.com/touilleMan/pandemonium-python ) for Pandemonium.
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This would be a good starting point to see how another third-party library
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integrates with Pandemonium.
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@ -418,7 +404,9 @@ Check out `Material Maker ( https://github.com/RodZill4/material-maker )` and
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`Pixelorama ( https://github.com/Orama-Interactive/Pixelorama )` for examples of
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open source applications made with Pandemonium.
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https://github.com/Relintai/pandemonium_cms
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https://github.com/Relintai/uml_generator
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## Is it possible to use Pandemonium as a library?
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@ -507,4 +495,4 @@ See `doc_ways_to_contribute`.
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## Who is working on Pandemonium? How can I contact you?
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See the corresponding page on the `Pandemonium website ( https://pandemoniumengine.org/contact )`.
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See the corresponding page on the [Pandemonium website]( https://pandemoniumengine.org/contact ).
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@ -6,7 +6,6 @@ This page aims to list all features currently supported by Pandemonium.
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Note:
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This page lists features supported by the current stable version of
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Pandemonium (3.5). `More features ( https://docs.pandemoniumengine.org/en/latest/about/list_of_features.html )`
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are available in the latest development version (4.0).
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@ -1,24 +0,0 @@
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.. Intention: provide the necessary information to make the most of the getting
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started series, answering questions like "do I want to learn Pandemonium?", "how
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does it look and feel?", "how does it work?", and "how do I best learn it?".
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Introduction
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============
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This series will introduce you to Pandemonium and give you an overview of its
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features.
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In the following pages, you will get answers to questions such as "Is Pandemonium for
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me?" or "What can I do with Pandemonium?". We will then introduce the engine's most
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essential concepts, run you through the editor's interface, and give you tips to
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make the most of your time learning it.
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-introduction
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introduction_to_pandemonium
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key_concepts_overview
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first_look_at_the_editor
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learning_new_features
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pandemonium_design_philosophy
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Step by step
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============
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This series builds upon the `Introduction to Pandemonium
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<toc-learn-introduction )` and will get you started with the editor and the
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engine. You will learn more about nodes and scenes, code your first classes with
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GDScript, use signals to make nodes communicate with one another, and more.
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The following lessons are here to prepare you for `doc_your_first_2d_game`, a
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step-by-step tutorial where you will code a game from scratch. By the end of it,
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you will have the necessary foundations to explore more features in other
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sections. We also included links to pages that cover a given topic in-depth
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where appropriate.
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-step_by_step
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nodes_and_scenes
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instancing
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scripting_languages
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scripting_first_script
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scripting_player_input
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signals
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