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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

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

Ebook
  • 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
    • 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...
    • 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
  • Tytuł: 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
  • Tytuł oryginału: 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
  • Data wydania: 2011-03-23
  • Format: Ebook
  • Identyfikator pozycji: e_3ckm
  • Wydawca: Packt Publishing