This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in. If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy
Panda3D 1.7 game developer's cookbook
β Scribed by Lang, Christoph;Theodore Petrou
- Publisher
- Packt Pub
- Year
- 2011;2017
- Tongue
- English
- Series
- Quick answers to common problems
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Annotation;Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera.
β¦ Table of Contents
Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Setting Up Panda3D and Configuring Development Tools
Introduction
Downloading and configuring NetBeans to work with Panda3D
Configuring Visual Studio 2008 to work with Panda3D
Understanding Panda3D's runtime configuration options
Setting up the game structure
Building Panda3D from source code
Chapter 2: Creating and Building Scenes
Introduction
Loading terrain
Loading and attaching sounds to objects
Creating a scene using C++
Adding an additional camera. Inspecting and modifying the sceneModifying the scene graph
Moving objects based on time
Controlling actions using intervals
Making animations fit to intervals
Making objects follow a predefined path
Making the camera smoothly follow an object
Generating geometry at runtime
Loading data asynchronously
Chapter 3: Controlling the Renderer
Introduction
Changing a model's render attributes
Adding an alpha mask to a texture
Creating a splitscreen mode
Controlling the rendering order
Using multiple displays
Chapter 4: Scene Effects and Shaders
Introduction
Adding lights and shadows. Using light rampsCreating particle effects
Animating textures
Adding ribbon trails to an object
Creating a flashlight effect
Making objects reflect the scene
Adding a custom shader generator
Applying a custom Cg shader
Chapter 5: Post-Processing & Screen Space Effects
Introduction
Adding built-in post-processing effects
Building custom effects
Adding a scanline and vignette effect
Adding a color grading effect
Adding a depth of field effect
Building a deferred rendering pipeline
Chapter 6: 2D Elements and User Interfaces
Introduction
Rendering text to the screen. Rendering images to the 2D layerPlaying a movie file
Creating an interactive user interface
Making the user interface data-driven using XML
Chapter 7: Application Control
Introduction
Toggling window and fullscreen modes
Controlling game state
Decoupling modules using events
Handling events more elegantly
Managing recurring tasks
Chapter 8: Collision Detection and Physics
Introduction
Using the built-in collision detection system
Using the built-in physics system
Using the ODE physics engine
Using the PhysX physics engine
Integrating the Bullet physics engine. Chapter 9: NetworkingIntroduction
Downloading a file from a server
Using assets hosted on a server
Sending high scores to a server
Establishing a network connection
Sending and receiving custom datagrams
Synchronizing object state between server and client
Chapter 10: Debugging and Performance
Introduction
Debugging Python code
Debugging C++ code
Using the PStats tool for finding performance bottlenecks
Improving performance by flattening scenes
Implementing performance critical code in C++
Chapter 11: Input Handling
Introduction
Handling keyboard and mouse input.
β¦ Subjects
Three-dimensional imaging--Data processing;Computer games--Design;Computer games--Programming;Open source software;Computer graphics;Electronic books;Panda3D (Computer file);Computer games -- Programming;Computer games -- Design;Three-dimensional imaging -- Data processing
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This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in. If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy
This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in. If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy
<div><p>Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine </p> <ul> <li>Dive into the advanced features of the Panda3D engine</li> <li>Take control of the renderer and use shaders to create stunning graphics</li> <li>Give your games a professional look using speci
<div><p>Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine </p> <ul> <li>Dive into the advanced features of the Panda3D engine</li> <li>Take control of the renderer and use shaders to create stunning graphics</li> <li>Give your games a professional look using speci