An experimantal CMS (Web Content Management System) using the Pandemonium Engine's web module as a backend.
With a similar design to my old cms (CrystalCMS), except with adapted content creation workflow for both in-editor (eventually in-app) and web interface based use.
The project itself resides in the game folder. Open that with the proper version of the pandemonium engine.
For now you can see the required engine commit hash in the engine's master entry in this file, which you can use to get an executable from the engine's github actions tab, or you can compile it yourself.
The current idea is that everything will be implemented as plugins, so they can be easily reused for different projects.
When it gets mature enough (and is worth having) it will probably be turned into one (or multiple) c++ engine module(s).
The project's workflow has been set up so you can easily compile the proper version of the engine for yourself if you want to.
See the Compiling section if you want to know how to do this.
First make sure, that you have everything installed to be able to compile the engine. See the official docs for compiling Godot for more info (the pandemonium engine is a godot fork, the same instructions will work).
My setup/compile script uses the same tools, so you don't need to install anything else.
Even though the project doesn't use godot anymore, their docs are still sufficient.
Now let's clone this repository:
git clone https://github.com/Relintai/pandemonium_cms
cd into the new folder:
cd pandemonium_cms
Now let's run the project's setup script, by calling scons without arguments.
scons
This will clone and setup the engine, and all of the required modules into a new engine
folder inside the project, using http.
(If you want to use the github's ssh links append repository_type=ssh
like scons repository_type=ssh
)
Once it is done you can compile the engine.
To build the editor on windows with 4 threads run the following command:
scons bew -j4
To build the editor on linux with 4 threads run the following command:
scons bel -j4
I call this feature of the setup script build words. See.
Once the build finishes you can find the editor executable inside the ./engine/bin/
folder.
For convenience there is a provided editor.sh
, or editor.bat
for running it from the project's folder.
These will create a copy, so you can even compile while the editor is running.
Alternatively if you don't want to use build words, you can also just go into the engine folder:
cd engine
And compile godot as per the official docs.
The project's setup script contains support for "build words". These can be used from the root of this project.
For example to build the editor for windows with 4 threads you can use:
scons bew -j4
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
The rest of the arguments will be passed directly to godot's scons script.
Append e
to build with tools=yes
a.k.a. the editor.
scons bew -j4
if you omit e
, the system will build the export template for you. For example:
scons bw -j4
This will be the release_debug
windows export template.
l
: linux
w
: windows
a
: android
j
: Javascript
i
: iphone (Not yet finished, use build_ios.sh
, and build_ios_release.sh
)
Mac OSX: Not yet finished, use build_osx.sh
By default the system builds in release_debug.
Append d
for debug, or r
for release.
scons bewd -j4
build editor windows debug
scons bwr -j4
build windows release (this will build the windows release export template)
Note: This only works on linux!
append s
to the build string.
Optionally you can also make the build system only build a target module, by appending one of these:
E
: Entity Spell System
T
: Texture Packer
V
: Voxelman
W
: World Generator
P
: Procedural Animations
Example:
scons belsE -j4
build editor linux shared (Entity Spell System) with 4 threads
Note: to easily run the editor you can use the editor.sh
or editor.bat
in the root of the project.
Append v
to pass the vsproj=yes
parameter to the build script. This will generate Visual Studio project files.
Append c
to pass the compiledb=yes
parameter to the build script. This is a new feature in 3.x to have this disabled by default to lessen compile times.
There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
You can use as many as you want.
For example:
scons bel_slim_latomic -j4
With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
scons bel_slim -j4
If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
It will add the -latomic
command line switch to the linker flags.
I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
scons bel_latomic -j4
Appends debug_symbols=no
to the build command, which will strip the resulting binary from debug symbols.
scons bel_strip -j4
Appends threads_enabled=yes
to the build command. Useful for building the editor for html.
scons bej_threads -j4
In order to use scons cache and to tell the build system where some of the required sdks are located you usually have to use environment variables. Most of the time you might just want to add them globally, howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have multiple sdk versions installed).
In order to solve this a build config file was added.
If you want to use the config simply rename the provided build.config.example
to build.config
, and customize
the settings inside.
If you you don't want to use the setup script (or just want to know what it actually does), this section will explain how to set everything up manually.
First clone the engine:
git clone https://github.com/Relintai/pandemonium_engine
Now if you look at the HEADS file.
It contains the commit hashes for that particular revision for every module and the engine. The engine now contains all the modules, so at the moment only worry about the engine's commit hash.
You need to go and checkout the proper commit for it.
Now you can go ahead and compile the engine normally.
First pull the changes by calling
git pull orgin master
Then just run scons
, to will update the modules.
Note: this is how to update the HEADS file. Normally you don't need to do this.
If you want to update the modules, and the engine to the latest, you can use (action=update
):
scons a=u
You can also update different targets: all
, engine
, modules
, all_addons
, addons
, third_party_addons
For example to update the engine to the latest: scons a=u target=engine