Cover image for Panda3D 1.6 Game Engine Beginner's Guide.
Panda3D 1.6 Game Engine Beginner's Guide.
Title:
Panda3D 1.6 Game Engine Beginner's Guide.
Author:
Mathews, David Brian.
ISBN:
9781849512732
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (463 pages)
Contents:
Panda3D 1.6 Game Engine -- Table of Contents -- Panda3D 1.6 Game Engine -- 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 -- Who this book is for -- What this book covers -- What you need for this book -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Installing Panda3D and Preparing a Workspace -- Getting started with Panda3D installation packages -- Time for action - downloading and installing Panda3D -- What just happened? -- Switching to an advanced text editor -- Time for action - downloading and installing Notepad++ -- What just happened? -- Installing the game content -- Time for action - demoing Suicide Jockeys -- What just happened? -- Installing optional tools -- Blender and Chicken -- Spacescape -- Explosion Texture Generator -- Summary -- 2. Creating the Universe: Loading Terrain -- Notepad++ -- Setting up a new file in Notepad++ -- Time for action - setting up a new file in Notepad++ -- What just happened? -- Importing Panda3D components -- Time for action - importing DirectStart -- What just happened? -- Creating a World Object -- Time for action - creating a World Object -- What just happened? -- Loading the terrain -- Time for action - loading the terrain -- What just happened? -- Loading files into Panda3D -- The model path -- Eggs -- Bams -- Pop Quiz - starting Panda3D and loading models -- NodePaths and nodes -- Time for action - introducing NodePaths and nodes -- What just happened? -- Manipulating NodePaths -- Time for action - manipulating NodePaths -- What just happened? -- Have a go hero - more NodePath manipulation -- The Scene Graph.

Time for action - understanding parent child inheritance -- What just happened? -- Time for action - explaining relative coordinate systems -- What just happened? -- Have a go hero - parenting and relative coordinate systems -- Loading a file multiple times -- Render attributes -- Time for action - demonstrating render attributes -- What just happened? -- Pop Quiz - using NodePaths and understanding Scene Graph inheritance -- Have a go hero - render attributes -- Summary -- 3. Managing Tasks Over Time -- The task manager -- Time for action - printing the task list from the task manager -- What just happened? -- Avoiding multiple task managers -- Adding tasks to the task manager -- Time for action - creating a task and adding it to the task manager -- What just happened? -- Time for action - looking at task statistics -- What just happened? -- Adding a delay to tasks -- Time for action - using doMethodLater -- What just happened? -- Pop quiz - the task manager -- Using delta time -- Time for action - using delta time -- What just happened? -- Pop quiz - delta time -- Over viewing task return options -- About the None type object -- Time for action - exploring task return options -- What just happened? -- Pop quiz - task return options -- Have a go hero - creating more tasks -- Prioritizing tasks -- Removing tasks from the task manager -- Time for action - removing tasks by name -- What just happened? -- Dissecting task objects -- Summary -- 4. Taking Control: Events and User Input -- Working with events -- Time for action - registering and responding to events -- What just happened? -- Pop quiz - working with events -- Using keyboard events -- Using a key map -- Time for action - creating and using a key map -- What just happened? -- Pop quiz - using keyboard input -- Implementing advanced cycle controls -- Time for action - implementing acceleration.

What just happened? -- Time for action - implementing throttle control -- What just happened? -- Time for action - implementing turning -- What just happened? -- Utilizing mouse input and creating camera control -- Time for action - tying the camera to the cycle -- What just happened? -- Reacting to mouse movement -- Time for action - turning the camera with the mouse position -- What just happened? -- Pop quiz - utilizing mouse input -- Have a go hero - creating more tasks -- Ending event response -- Summary -- 5. Handling Large Programs with Custom Classes -- Importing custom classes -- Time for action - making and importing a custom class -- What just happened? -- Pop quiz - importing custom classes -- Adding NodePath functionality to a custom class -- Time for action - defining the Cycle class -- What just happened? -- Simulating drift -- Time for action - simulating drift -- What just happened? -- Pop quiz - using custom classes with NodePaths -- Accessing classes from within another class -- Time for action - adding an input manager -- What just happened? -- Have a go hero - Adding AI to the cycle -- Pop quiz - accessing custom classes from other custom classes -- Summary -- 6. The World in Action: Handling Collisions -- Collision basics: Our first collision system -- Time for action - creating a simple collision detection system -- What just happened? -- Pop Quiz - regarding basic collision detection -- Creating inter-cycle collisions -- Time for action - inter-cycle collisions -- What just happened? -- Pop quiz - understanding handlers that generate events -- Have a go hero - using collision events -- Using BitMasks to organize collisions -- Time for action - implementing BitMasks -- What just happened? -- Time for action - setting a range of bits with BitMask.range -- What just happened? -- Pop quiz - understanding BitMasks.

Using Python tags to get colliding objects -- Time for action - setting and getting PythonTags -- What just happened? -- Have a go hero - gaining experience with BitMasks and PythonTags -- Pop quiz - using Python Tags -- Setting up ground collision -- Time for action - creating a ground collision system -- What just happened? -- Pop quiz - complex collision detection -- Overview of additional collision solids and handlers -- Collision solids -- Collision handlers -- Summary -- 7. Making it Fancy: Lighting, Textures, Filters, and Shaders -- Adding lighting -- Time for action - adding lights to the game -- What just happened? -- Types of lights -- Have a go hero - adding more lights to the scene -- Pop quiz - using lights -- Applying textures to models -- Time for action - creating a bam writer -- What just happened? -- Have a go hero - loading the bam file -- Texture stages -- Time for action - using TextureStages -- What just happened? -- Have a go hero - apply textures -- Pop quiz - understanding textures and TextureStages -- Creating filters -- Time for action - adding a bloom filter -- What just happened? -- Using a sky sphere -- Time for action - adding a sky sphere -- What just happened? -- Pop quiz - setting up a sky sphere -- Summary -- 8. GUI Goodness: All About the Graphic User Interface -- Creating a menu system -- About DirectGUI -- Time for action - creating a menu system -- What just happened? -- Pop quiz - understanding DirectGUI -- Have a go hero - performing additional actions with new menus -- Putting menus to use -- Time for action - using menus -- What just happened? -- In-game HUD -- Time for action - creating a basic HUD -- What just happened? -- Pop quiz - creating a Heads Up Display -- Have-a-go hero - proper order of images -- Summary -- 9. Animating in Panda3D -- Actors and Animations.

Time for action - loading Actors and Animations -- What just happened? -- Pop quiz - animation basics -- Controlling animations -- Have a go hero - basic animation controls -- Animation blending -- Time for action - blending two animations -- What just happened? -- Creating and using Actor subparts -- Time for action - playing animations on subparts -- What just happened? -- Pop quiz - advanced animation -- Exposing joints -- Time for action - animating our cycles -- What just happened? -- Summary -- 10. Creating Weaponry: Using Mouse Picking and Intervals -- Using mouse picking -- Time for action - setting up mouse aim -- What just happened? -- Pop quiz - mouse picking -- Understanding Intervals, Sequences, and Parallels -- Sequences and Parallels -- Creating machine guns -- Time for action - using Intervals in Sequences and Parallels -- What just happened? -- Time for action - adding collision detection to the MachineGun -- What just happened? -- Implementing the main cannon -- Time for action - creating the main cannon -- What just happened? -- Adding weapon information to the HUD -- Time for action - adding a new HUD section -- What just happened? -- Handling damage response -- Time for action - finalizing weapons with damage response -- What just happened? -- Pop quiz - Intervals -- Summary -- 11. What's that Noise? Using Sound -- Editing Config.prc -- Time for action - selecting an audio library -- What just happened? -- Adding music -- AudioSound objects -- AudioManager objects -- Time for action - creating background music -- What just happened? -- Pop quiz - making music -- Adding sound effects -- Time for action - generating 3D audio with Audio3DManager -- What just happened? -- About sound intervals -- Pop quiz - sounding off -- Summary -- 12. Finishing Touches: Getting the Game Ready for the Customer -- Collecting garbage.

Time for action - collecting garbage from the Explosion classes.
Abstract:
Create your own computer game with this 3D rendering and game development framework.
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.
Electronic Access:
Click to View
Holds: Copies: