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- Panda3D 1.7 Game Developer's Cookbook. Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine
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Panda3D 1.7 Game Developer's Cookbook. Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine
Christoph Lang, Reinier de Blois
E-book
- Panda3D 1.7 Game Developers Cookbook
- Table of Contents
- Panda3D 1.7 Game Developer's Cookbook
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers, and more
- Why Subscribe?
- Free Access for Packt account holders
- Support files, eBooks, discount offers, and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Errata
- Piracy
- Questions
- 1. Setting Up Panda3D and Configuring Development Tools
- Introduction
- Downloading and configuring NetBeans to work with Panda3D
- Getting ready
- How to do it...
- How it works...
- There's more...
- Configuring Visual Studio 2008 to work with Panda3D
- Getting ready
- How to do it...
- How it works...
- There's more...
- Understanding Panda3D's runtime configuration options
- How to do it...
- How it works...
- There's more...
- Listing all configuration variables
- Loading a specific configuration file
- Embedding configuration data in Python code
- Setting up the game structure
- Getting ready
- How to do it...
- How it works...
- Building Panda3D from source code
- Getting ready
- How to do it...
- How it works...
- There's more...
- 2. Creating and Building Scenes
- Introduction
- Getting ready
- How to do it...
- How it works...
- Loading terrain
- Getting ready
- How to do it...
- How it works...
- There's more...
- Block size
- Near and far thresholds
- Loading and attaching sounds to objects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a scene using C++
- Getting ready
- How to do it...
- How it works...
- Adding an additional camera
- Getting ready
- How to do it...
- How it works...
- Inspecting and modifying the scene
- Getting ready
- How to do it...
- How it works...
- Modifying the scene graph
- Getting ready
- How to do it...
- How it works...
- There's more...
- Position
- Rotation
- Scale
- Moving objects based on time
- Getting ready
- How to do it...
- How it works...
- There's more...
- Controlling actions using intervals
- Getting ready
- How to do it...
- How it works...
- There's more...
- Lerp intervals
- Lerp function interval
- Interpolation easing
- Sequences and Parallels
- Wait interval
- Making animations fit to intervals
- Getting ready
- How to do it...
- How it works...
- There's more...
- Making objects follow a predefined path
- Getting ready
- How to do it...
- How it works...
- Making the camera smoothly follow an object
- Getting ready
- How to do it...
- How it works...
- There's more...
- Generating geometry at runtime
- Getting ready
- How to do it...
- How it works...
- There's more...
- Built in vertex formats
- Custom vertex formats
- Primitive types
- See also
- Loading data asynchronously
- Getting ready
- How to do it...
- How it works...
- Introduction
- 3. Controlling the Renderer
- Introduction
- Changing a model's render attributes
- Getting ready
- How to do it...
- How it works...
- Adding an alpha mask to a texture
- Getting ready
- How to do it...
- How it works...
- Creating a splitscreen mode
- Getting ready
- How to do it...
- How it works...
- Controlling the rendering order
- Getting ready
- How to do it...
- How it works...
- There's more...
- Cull bin types
- Default cull bins
- Adding a cull bin at runtime
- Adding a cull bin using the configuration file
- Using multiple displays
- Getting ready
- How to do it...
- How it works...
- 4. Scene Effects and Shaders
- Introduction
- Adding lights and shadows
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using light ramps
- Getting ready
- How to do it...
- How it works...
- Creating particle effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Particle Factories
- Particle Renderers
- Particle Emitters
- Animating textures
- Getting ready
- How to do it...
- How it works...
- Adding ribbon trails to an object
- Getting ready
- How to do it...
- How it works...
- There's more
- Creating a flashlight effect
- Getting ready
- How to do it...
- How it works...
- Making objects reflect the scene
- Getting ready
- How to do it...
- How it works...
- Adding a custom shader generator
- Getting ready
- How to do it...
- How it works...
- There's more...
- Applying a custom Cg shader
- Getting ready
- How to do it...
- How it works...
- 5. Post-Processing and Screen Space Effects
- Introduction
- Adding built-in post-processing effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Building custom effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Adding a scanline and vignette effect
- Getting ready
- How to do it...
- How it works...
- Adding a color grading effect
- Getting ready
- How to do it...
- How it works...
- Adding a depth of field effect
- Getting ready
- How to do it...
- How it works...
- Building a deferred rendering pipeline
- Getting ready
- How to do it...
- How it works...
- There's more...
- 6. 2D Elements and User Interfaces
- Introduction
- Rendering text to the screen
- Getting ready
- How to do it...
- How it works...
- Rendering images to the 2D layer
- Getting ready
- How to do it...
- How it works...
- Playing a movie file
- Getting ready
- How to do it...
- How it works...
- Creating an interactive user interface
- Getting ready
- How to do it...
- How it works...
- There's more...
- More controls
- More parameters
- Making the user interface data-driven using XML
- Getting ready
- How to do it...
- How it works...
- There's more...
- 7. Application Control
- Introduction
- Toggling window and fullscreen modes
- Getting ready
- How to do it...
- How it works...
- Controlling game state
- Getting ready
- How to do it...
- How it works...
- Decoupling modules using events
- Getting ready
- How to do it...
- How it works...
- Handling events more elegantly
- Getting ready
- How to do it...
- How it works...
- There's more...
- Managing recurring tasks
- Getting ready
- How to do it...
- How it works...
- 8. Collision Detection and Physics
- Introduction
- Using the built-in collision detection system
- Getting ready
- How to do it...
- How it works...
- There's more...
- Collision Shapes
- Collision Handlers
- Using the built-in physics system
- Getting ready
- How to do it...
- How it works...
- Using the ODE physics engine
- Getting ready
- How to do it...
- How it works...
- Using the PhysX physics engine
- Getting ready
- How to do it...
- How it works...
- Integrating the Bullet physics engine
- Getting ready
- How to do it...
- How it works...
- 9. Networking
- Introduction
- Downloading a file from a server
- Getting ready
- How to do it...
- How it works...
- Using assets hosted on a server
- Getting ready
- How to do it...
- How it works...
- Sending high scores to a server
- Getting ready
- How to do it...
- How it works...
- Establishing a network connection
- Getting ready
- How to do it...
- How it works...
- Sending and receiving custom datagrams
- Getting ready
- How to do it...
- How it works...
- Synchronizing object state between server and client
- Getting ready
- How to do it...
- How it works...
- 10. Debugging and Performance
- Introduction
- Debugging Python code
- Getting ready
- How to do it...
- How it works...
- Debugging C++ code
- Getting ready
- How to do it...
- How it works...
- Using the PStats tool for finding performance bottlenecks
- Getting ready
- How to do it...
- How it works...
- Improving performance by flattening scenes
- Getting ready
- How to do it...
- How it works...
- Implementing performance critical code in C++
- Getting ready
- How to do it...
- How it works...
- 11. Input Handling
- Introduction
- Handling keyboard and mouse input
- Getting ready
- How to do it...
- How it works...
- There's more...
- Implementing an abstraction layer for supporting multiple input methods
- Getting ready
- How to do it...
- How it works...
- Handling input from an Xbox 360 controller
- Getting ready
- How to do it...
- How it works...
- Recording and simulating user input
- Getting ready
- How to do it...
- How it works...
- Reading audio data from a microphone
- Getting ready
- How to do it...
- How it works...
- Reading video data from a webcam
- Getting ready
- How to do it...
- How it works...
- There's more...
- Reading input data from a network
- Getting ready
- How to do it...
- How it works...
- 12. Packaging and Distribution
- Introduction
- Packing assets into multifiles
- Getting ready
- How to do it...
- How it works...
- There's more
- Updating a subfile
- Extracting a subfile
- Encrypting subfiles
- Creating multifiles on the command line
- Creating a redistributable game package
- Getting ready
- How to do it...
- How it works...
- Advanced package creation and hosting
- Getting ready
- How to do it...
- How it works...
- There's more...
- Working with modules
- Creating patches
- Embedding a game into a website
- Getting ready
- How to do it...
- How it works...
- Using website and plugin interoperability
- Getting ready
- How to do it...
- How it works...
- 13. Connecting Panda3D with Content Creation Tools
- Introduction
- Setting up the Blender export plugin
- Getting ready
- How to do it...
- How it works...
- Exporting models from Blender
- Getting ready
- How to do it...
- How it works...
- Generating model files programmatically
- Getting ready
- How to do it...
- How it works...
- Using the "Pview" tool to preview models
- How to do it...
- How it works...
- Compressing and converting model files using pzip and egg2bam
- Getting ready
- How to do it...
- How it works...
- Index
- Titel: Panda3D 1.7 Game Developer's Cookbook. Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine
- Autor: Christoph Lang, Reinier de Blois
- Originaler Titel: Panda3D 1.7 Game Developer's Cookbook. Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine
- ISBN: 9781849512930, 9781849512930
- Veröffentlichungsdatum: 2011-03-23
- Format: E-book
- Artikelkennung: e_3ckm
- Verleger: Packt Publishing