Cover image for Panda3d 1.7 Game Developer's Cookbook.
Panda3d 1.7 Game Developer's Cookbook.
Title:
Panda3d 1.7 Game Developer's Cookbook.
Author:
Lang, Christoph.
ISBN:
9781849512930
Personal Author:
Physical Description:
1 online resource (403 pages)
Contents:
Panda3D 1.7 Game Developer's 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...
Abstract:
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 to integrate solutions to common game development problems with Panda3D, this book is for you.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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