mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-10 20:12:10 +01:00
195 lines
6.3 KiB
Groff
195 lines
6.3 KiB
Groff
.TH PANDEMONIUM "6" "January 2020" "pandemonium 3.2" "Games"
|
|
.SH NAME
|
|
pandemonium \- multi\-platform 2D and 3D game engine with a feature\-rich editor
|
|
.SH SYNOPSIS
|
|
.B pandemonium
|
|
[\fI\,options\/\fR] [path to scene or 'project.pandemonium' file]
|
|
.SH DESCRIPTION
|
|
Pandemonium Engine is an advanced, feature\-packed, multi\-platform 2D and 3D game
|
|
engine.
|
|
.br
|
|
It provides a huge set of common tools, so you can just focus on making
|
|
your game without reinventing the wheel.
|
|
.SS "General options:"
|
|
.TP
|
|
\fB\-h\fR, \fB\-\-help\fR
|
|
Display this help message.
|
|
.TP
|
|
\fB\-\-version\fR
|
|
Display the version string.
|
|
.TP
|
|
\fB\-v\fR, \fB\-\-verbose\fR
|
|
Use verbose stdout mode.
|
|
.TP
|
|
\fB\-\-quiet\fR
|
|
Quiet mode, silences stdout messages. Errors are still displayed.
|
|
.SS "Run options:"
|
|
.TP
|
|
\fB\-e\fR, \fB\-\-editor\fR
|
|
Start the editor instead of running the scene.
|
|
.TP
|
|
\fB\-p\fR, \fB\-\-project\-manager\fR
|
|
Start the project manager, even if a project is auto\-detected.
|
|
.TP
|
|
\fB\-q\fR, \fB\-\-quit\fR
|
|
Quit after the first iteration.
|
|
.TP
|
|
\fB\-l\fR, \fB\-\-language\fR <locale>
|
|
Use a specific locale (<locale> being a two\-letter code).
|
|
.TP
|
|
\fB\-\-path\fR <directory>
|
|
Path to a project (<directory> must contain a 'project.pandemonium' file).
|
|
.TP
|
|
\fB\-u\fR, \fB\-\-upwards\fR
|
|
Scan folders upwards for project.pandemonium file.
|
|
.TP
|
|
\fB\-\-main\-pack\fR <file>
|
|
Path to a pack (.pck) file to load.
|
|
.TP
|
|
\fB\-\-render\-thread\fR <mode>
|
|
Render thread mode ('unsafe', 'safe', 'separate').
|
|
.TP
|
|
\fB\-\-remote\-fs\fR <address>
|
|
Remote filesystem (<host/IP>[:<port>] address).
|
|
.TP
|
|
\fB\-\-remote\-fs\-password\fR <password>
|
|
Password for remote filesystem.
|
|
.TP
|
|
\fB\-\-audio\-driver\fR <driver>
|
|
Audio driver ('PulseAudio', 'ALSA', 'Dummy').
|
|
.TP
|
|
\fB\-\-video\-driver\fR <driver>
|
|
Video driver ('GLES3', 'GLES2').
|
|
.SS "Display options:"
|
|
.TP
|
|
\fB\-f\fR, \fB\-\-fullscreen\fR
|
|
Request fullscreen mode.
|
|
.TP
|
|
\fB\-m\fR, \fB\-\-maximized\fR
|
|
Request a maximized window.
|
|
.TP
|
|
\fB\-w\fR, \fB\-\-windowed\fR
|
|
Request windowed mode.
|
|
.TP
|
|
\fB\-t\fR, \fB\-\-always\-on\-top\fR
|
|
Request an always\-on\-top window.
|
|
.TP
|
|
\fB\-\-resolution\fR <W>x<H>
|
|
Request window resolution.
|
|
.TP
|
|
\fB\-\-position\fR <X>,<Y>
|
|
Request window position.
|
|
.TP
|
|
\fB\-\-low\-dpi\fR
|
|
Force low\-DPI mode (macOS and Windows only).
|
|
.TP
|
|
\fB\-\-no\-window\fR
|
|
Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
|
|
.TP
|
|
\fB\-\-enable\-vsync\-via\-compositor\fR
|
|
When vsync is enabled, vsync via the OS' window compositor (Windows only).
|
|
.TP
|
|
\fB\-\-disable\-vsync\-via\-compositor\fR
|
|
Disable vsync via the OS' window compositor (Windows only).
|
|
.SS "Debug options:"
|
|
.TP
|
|
\fB\-d\fR, \fB\-\-debug\fR
|
|
Debug (local stdout debugger).
|
|
.TP
|
|
\fB\-b\fR, \fB\-\-breakpoints\fR
|
|
Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
|
|
.TP
|
|
\fB\-\-profiling\fR
|
|
Enable profiling in the script debugger.
|
|
.TP
|
|
\fB\-\-remote\-debug\fR <address>
|
|
Remote debug (<host/IP>:<port> address).
|
|
.TP
|
|
\fB\-\-debug\-collisions\fR
|
|
Show collisions shapes when running the scene.
|
|
.TP
|
|
\fB\-\-debug\-navigation\fR
|
|
Show navigation polygons when running the scene.
|
|
.TP
|
|
\fB\-\-frame\-delay\fR <ms>
|
|
Simulate high CPU load (delay each frame by <ms> milliseconds).
|
|
.TP
|
|
\fB\-\-time\-scale\fR <scale>
|
|
Force time scale (higher values are faster, 1.0 is normal speed).
|
|
.TP
|
|
\fB\-\-disable\-render\-loop\fR
|
|
Disable render loop so rendering only occurs when called explicitly from script.
|
|
.TP
|
|
\fB\-\-disable\-crash\-handler\fR
|
|
Disable crash handler when supported by the platform code.
|
|
.TP
|
|
\fB\-\-fixed\-fps\fR <fps>
|
|
Force a fixed number of frames per second. This setting disables real\-time synchronization.
|
|
.TP
|
|
\fB\-\-print\-fps\fR
|
|
Print the frames per second to the stdout.
|
|
.SS "Standalone tools:"
|
|
.TP
|
|
\fB\-s\fR, \fB\-\-script\fR <script>
|
|
Run a script.
|
|
.TP
|
|
\fB\-\-check\-only\fR
|
|
Only parse for errors and quit (use with --script).
|
|
.TP
|
|
\fB\-\-export\fR <preset> <path>
|
|
Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
|
|
.br
|
|
<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.
|
|
.TP
|
|
\fB\-\-export\-debug\fR <preset> <path>
|
|
Same as \-\-export, but using the debug template.
|
|
.TP
|
|
\fB\-\-export\-pack\fR <preset> <path>
|
|
Same as \-\-export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.
|
|
.TP
|
|
\fB\-\-doctool\fR <path>
|
|
Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
|
|
.TP
|
|
\fB\-\-no\-docbase\fR
|
|
Disallow dumping the base types (used with \fB\-\-doctool\fR).
|
|
.TP
|
|
\fB\-\-build\-solutions\fR
|
|
Build the scripting solutions (e.g. for C# projects). Implies \-\-editor and requires a valid project to edit.
|
|
.TP
|
|
\fB\-\-gdnative\-generate\-json\-api\fR
|
|
Generate JSON dump of the Pandemonium API for GDNative bindings.
|
|
.TP
|
|
\fB\-\-test\fR <test>
|
|
Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').
|
|
.SH FILES
|
|
XDG_DATA_CONFIG/pandemonium/ or ~/.config/pandemonium/
|
|
.RS
|
|
User\-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.
|
|
.RE
|
|
XDG_DATA_HOME/pandemonium/ or ~/.local/share/pandemonium/
|
|
.RS
|
|
Contains the default configuration and user data folders for Pandemonium\-made games (\fIuser://\fR path), as well as export templates.
|
|
.RE
|
|
XDG_DATA_CACHE/pandemonium/ or ~/.cache/pandemonium/
|
|
.RS
|
|
Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.
|
|
.RE
|
|
/usr/share/doc/pandemonium/
|
|
.RS
|
|
Additional documentation files.
|
|
.RE
|
|
/usr/share/licenses/pandemonium/
|
|
.RS
|
|
Detailed licensing information.
|
|
.RE
|
|
.SH "SEE ALSO"
|
|
See the project website at \fIhttps://pandemoniumengine.org\fR and the source
|
|
code repository at \fIhttps://github.com/pandemoniumengine/pandemonium\fR for more details.
|
|
.SH BUGS
|
|
Pandemonium Engine is a free and open source project and welcomes any kind of
|
|
contributions. In particular, you can report issues or make suggestions on
|
|
Pandemonium's issue tracker at \fIhttps://github.com/pandemoniumengine/pandemonium/issues\fR.
|
|
.SH AUTHOR
|
|
Man page written by Rémi Verschelde <remi@pandemoniumengine.org> on behalf of the
|
|
Pandemonium Engine development team.
|