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Assets pipeline
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===============
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-workflow-assets
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import_process
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importing_images
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importing_audio_samples
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importing_translations
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importing_scenes
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exporting_3d_scenes
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escn_exporter/index
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Best practices
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==============
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.. toctree::
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:maxdepth: 1
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:name: toc-best-practices
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introduction_best_practices
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what_are_pandemonium_classes
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scene_organization
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scenes_versus_scripts
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autoloads_versus_internal_nodes
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node_alternatives
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pandemonium_interfaces
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pandemonium_notifications
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data_preferences
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logic_preferences
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project_organization
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version_control_systems
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# TileMap
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Pandemonium's TileMap but as an engine module, with a few smaller features added.
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The tilemap classes will be prefixed with R, so it compiles cleanly with the built in TileMap class.
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# Building
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1. Get the source code for the engine.
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```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
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2. Go into Pandemonium's modules directory.
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```
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cd ./pandemonium/modules/
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```
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3. Clone this repository
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```
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git clone https://github.com/Relintai/rtile_map.git rtile_map
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```
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4. Build Pandemonium. [Tutorial](https://docs.pandemoniumengine.org/en/latest/development/compiling/index.html)
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Compiling
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=========
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-compiling
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getting_source
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introduction_to_the_buildsystem
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compiling_for_windows
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compiling_for_x11
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compiling_for_osx
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compiling_for_android
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compiling_for_ios
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cross-compiling_for_ios_on_linux
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compiling_for_uwp
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compiling_for_web
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compiling_with_mono
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optimizing_for_size
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compiling_with_script_encryption_key
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Configuring an IDE
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==================
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We assume that you have already `cloned ( https://github.com/Relintai/pandemonium_engine )`
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and `compiled <toc-devel-compiling )` Pandemonium.
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You can easily develop Pandemonium with any text editor and by invoking `scons`
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on the command line, but if you want to work with an IDE (Integrated
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Development Environment), here are setup instructions for some popular ones:
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-configuring_an_ide
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android_studio
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clion
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code_blocks
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kdevelop
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qt_creator
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visual_studio
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visual_studio_code
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xcode
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It is possible to use other IDEs, but their setup is not documented yet.
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Engine development
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==================
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Setting up a development environment
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------------------------------------
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To modify Pandemonium's source code, you need to set up a development environment. Start here.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-dev-env
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configuring_an_ide/index
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Getting started with Pandemonium's source code
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----------------------------------------
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This section covers the basics that you will encounter in (almost) every source file.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-source-beginner
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introduction_to_pandemonium_development
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common_engine_methods_and_macros
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core_types
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variant_class
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object_class
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inheritance_class_tree
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Extending Pandemonium by modifying its source code
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---------------------------------------------
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This section covers what you can do by modifying Pandemonium's C++ source code.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-source-advanced
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custom_modules_in_cpp
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binding_to_external_libraries
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custom_pandemonium_servers
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custom_resource_format_loaders
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custom_audiostreams
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Debugging and profiling
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-----------------------
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This section is about finding spots to optimize in the engine code when you need it in your project.
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-cpp-debug-profiling
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macos_debug
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using_cpp_profilers
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Editor development
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==================
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-editor
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introduction_to_editor_development
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creating_icons
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editor_style_guide
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Pandemonium file formats
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==================
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.. toctree::
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:maxdepth: 1
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:name: toc-devel-file-formats
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tscn.rst
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