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Dave Mathews [Dave Mathews] - Panda3D 1.6 Game Engine

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Dave Mathews [Dave Mathews] Panda3D 1.6 Game Engine

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This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately creating a marketable game. Youll learn through first-hand experience and clear explanations.

  • The first and only guide to building a finished game using Panda3D
  • Learn about tasks that can be used to handle changes over time
  • Respond to events like keyboard key presses, mouse clicks, and more
  • Take advantage of Panda3Ds built-in shaders and filters to decorate objects with gloss, glow, and bump effects
  • Follow a step-by-step, tutorial-focused process that matches the development process of the game with plenty of screenshots and thoroughly explained code for easy pick up

In Detail

Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. It includes graphics, audio, I/O, collision detection, and other abilities relevant to the creation of 3D games. Also, Panda3D is Open Source and free for any purpose, including commercial ventures. This book will enable you to create finished, marketable computer games using Panda3D and other entirely open-source tools and then sell those games without paying a cent for licensing.

Panda3D 1.6 Game Engine Beginners Guide follows a logical progression from a zero start through the game development process all the way to a finished, packaged installer. Packed with examples and detailed tutorials in every section, it teaches the reader through first-hand experience. These tutorials are followed by explanations that describe what happened in the tutorial and why.

You will start by setting up a workspace, and then move on to the basics of starting up Panda3D. From there, you will begin adding objects like a level and a character to the world inside Panda3D. Then the book will teach you to put the games player in control by adding change over time and response to user input. Then you will learn how to make it possible for objects in the world to interact with each other by using collision detection and beautify your game with Panda3Ds built-in filters, shaders, and texturing. Finally, you will add an interface, audio, and package it all up for the customer.

This is a simple but detailed guide to using Panda3D, which will take you from a blank text file all the way through the Python programming process to a finished game with a single level, including such topics as handling tasks over time, event handling and response, collision set up and detection, audio, and more.

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What this book covers Installing Panda3D and Preparing a Workspace guides the - photo 1
What this book covers

, Installing Panda3D and Preparing a Workspace guides the reader through downloading and installing Panda3D and Notepad++ (an open source text editor) as well as acquiring assets provided with the book (from CD or website) and setting up the file structure for that content using Windows Explorer.

, Creating the Universe: Loading Terrain is the reader's first opportunity to get their hands dirty with some coding. It will take them from a blank file to a simple program that will load up a terrain model and introduce related basic concepts.

, Managing Tasks Over Time introduces the reader with tasks, the task manager, and controlling processes that need to occur over time or in an ongoing manner.

, Taking Control: Events and User Input focuses on creating user controls for the game. Keyboard, mouse click, and mouse movement response will be covered. Camera control will be integrated with handling mouse input.

, Handling Large Programs with Custom Classes ; as the game has grown larger, the time has come to show the reader how to break it apart into custom classes.

, The World in Action: Handling Collisions will focus on making the reader comfortable with collision detection and the different collision event handlers. Collisions are vital to a working game and their use is one of the hottest topics on the Panda3D forums.

, Making it Fancy: Lighting, Textures, Filters, and Shaders will explain textures and the built-in shaders available in Panda3D while allowing the reader to apply lighting, textures, filters, and shaders to the world and the characters in it.

, GUI Goodness: All About the Graphic User Interface takes the reader through the production of the game's GUI, including the HUD that displays during game play, the start menu, and other bits and pieces.

, Animating in Panda3D ; here the reader will replace the static models of hover cycles with actors and learn all about actor animation and joint manipulation.

, Creating Weaponry: Mouse Picking and Intervals focuses on using intervals to create weapons and their controls and describes how sequences and parallels can be used to create interval scripts.

, What's that Noise? Using Sound ; here with the game nearly complete, it's time to introduce some sound effects and background music to bring the game to life. This chapter also introduces editing the config.prc file to change the audio library Panda3D uses.

, Finishing Touches: Getting the Game Ready for the Customer is the final chapter of the guide and focuses on some important functions for Panda3D-based games, including saving and loading files, garbage collection, and packing the game into a standalone package ready for shipping.

, Creating a Sky Sphere with Spacescape teaches the reader how to use the freely available software Spacescape to create engaging backdrops for Panda3D applications.

, Using Egg-Texture-Cards and ExploTexGen ; here the reader learns how to create explosion animations with the freely available software ExploTexGen and learns to turn them into Panda3D assets with the Egg-Texture-Cards command-line utility.

Panda3D 1.6 Game Engine Beginner's Guide

Panda3D 1.6 Game Engine Beginner's Guide

Copyright 2011 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: February 2011

Production Reference: 1040211

Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK.

ISBN 978-1-849512-72-5

www.packtpub.com

Cover Image by Charwak A (<> )

Credits

Author

David Brian Mathews

Reviewers

Paulo Barbeiro Ferreira

Joni Hariyanto

Acquisition Editor

Usha Iyer

Development Editor

Reshma Sundaresan

Technical Editors

Arun Nadar

Manasi Poonthottam

Indexer

Hemangini Bari

Editorial Team Leader

Mithun Sehgal

Project Team Leader

Ashwin Shetty

Project Coordinators

Zainab Bagasrawala

Joel Goveya

Proofreaders

Aaron Nash

Jonathan Todd

Graphics

Nilesh R. Mohite

Production Coordinator

Kruthika Bangera

Cover Work

Kruthika Bangera

About the Author

David Brian Mathews is a graduate in Electronic Visualization program from the University of Illinois at Chicago. He began programming in the fifth grade with QBASIC and has been designing games of various kinds, from table-top board games to computer games, since childhood. Prior to entering higher education, he served for two years in the United States Navy as a nuclear engineer before being honorably discharged for medical reasons, where he learned discipline, advanced mathematics, and nuclear theory, as well as teamwork and leadership skills. During his years in school, Mathews earned valuable experience with professional game development methods working both by himself and with teams. He is skilled at programming, 3D modeling and animation, drawing, and 2D compositing.

I'd like to thank my friends and family, who have been immensely supportive of me throughout the writing of this book. In particular, I'd like to thank my mother, Carol Malley, and my friends Jeff Fuja and William Hebert for all their efforts and sacrifices on my behalf.

About the Reviewers

Paulo Barbeiro Ferreira is Brazilian, from So Paulo, and graduated in Graphic Design in 2004 at Belas Artes SP college. He is a postgraduate in Game Development at SENAC SP. Paulo started his professional career in 1999 as a web developer.

Today, besides the web and mobile application development work, Paulo is involved in experimental educational projects in technology and cyber culture at SESC SP, where he leads activities about creative code and art software, such as interactive environments, games, and entertainment media.

Joni Hariyanto graduated from the Engineering Faculty of Brawijaya University a few years ago. Now, he works as a freelance architect.

Actually, he's just a hobbyist in the computer science world. He has been programming since first grade junior high in languages including Pascal, Python, and C++.

Bored with the never changing architectural visualization teaching materials at uni, he wandered on the Internet searching for a way to get unlimited control over visualization, for the sake of design clarity and without sacrificing too much time in the "post-design" phase; that is, rendering the gazillion frames.

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