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https://github.com/Relintai/pandemonium_engine_docs.git
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125 lines
5.9 KiB
Markdown
125 lines
5.9 KiB
Markdown
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# Introduction
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```
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func _ready():
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$Label.text = "Hello world!"
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```
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Welcome to the official documentation of Pandemonium Engine, the free and open source
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community-driven 2D and 3D game engine! Behind this mouthful, you will find a
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powerful yet user-friendly tool that you can use to develop any kind of game,
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for any platform and with no usage restriction whatsoever.
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This page gives a broad presentation of the engine and of the contents
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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. 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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## About Pandemonium Engine
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A game engine is a complex tool, and it is therefore difficult to present Pandemonium
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in a few words. Here's a quick synopsis, which you are free to reuse
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if you need a quick writeup about Pandemonium Engine.
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Pandemonium Engine is a feature-packed, cross-platform game engine to create 2D
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and 3D games from a unified interface. It provides a comprehensive set of
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common tools, so users can focus on making games without having to
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reinvent the wheel. Games can be exported in one click to a number of
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platforms, including the major desktop platforms (Linux, macOS, Windows)
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as well as mobile (Android, iOS) and web-based (HTML5) platforms.
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Pandemonium is completely free and open source under the permissive MIT
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license. No strings attached, no royalties, nothing. Users' games are
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theirs, down to the last line of engine code. Pandemonium's development is fully
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independent and community-driven, empowering users to help shape their
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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.
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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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or sending patches via pull requests on its GitHub
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[source repository](https://github.com/Relintai/pandemonium_engine_docs).
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All the contents are under the permissive Creative Commons Attribution 3.0
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[CC-BY 3.0](https://creativecommons.org/licenses/by/3.0/) license, with
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attribution to "Péter Magyar and the Pandemonium community, and Juan Linietsky, Ariel Manzur and the Godot community".
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## Organization of the documentation
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This documentation is organized in five sections with an impressively
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unbalanced distribution of contents – but the way it is split up should be
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relatively intuitive:
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- The [About](../index.html#about) section contains this introduction as well as
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information about the engine, its history, its licensing, authors, etc. It
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also contains the [FAQ](02_faq.md.html).
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- The [Tutorials](../index.html#tutorials) section can be read as needed,
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in any order. It contains feature-specific tutorials and documentation.
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- The [Usage](../index.html#usage) section is the *raison d'être* of this
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documentation, as it contains all the necessary information on using the
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engine to make games.
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- [Modules](../index.html#modules). Some of the engine's functionality is in modules that can be turned on or off
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when compiling. This section contains information about these.
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- The [Engine Development](../index.html#enginedevelopment) section is intended for advanced users and contributors
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to the engine development, with information on compiling the engine,
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developing C++ modules or editor plugins.
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- The [Community](../index.html#community) section gives information related to contributing to
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engine development and the life of its community, e.g. how to report bugs,
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help with the documentation, etc. It also points to various community channels
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like IRC and Discord and contains a list of recommended third-party tutorials
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outside of this documentation.
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In addition to this documentation you may also want to take a look at the
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various [Pandemonium demo projects](https://github.com/Relintai/pandemonium_demo_projects).
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Have fun reading and making games with Pandemonium Engine!
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