Panda3D 1.7 Game Developer's Cookbook


Panda3D 1.7 Game Developer's Cookbook
eBook: $26.99
Formats: PDF, PacktLib, ePub and Mobi formats
$22.94
save 15%!
Print + free eBook + free PacktLib access to the book: $71.98    Print cover: $44.99
$44.99
save 37%!
Free Shipping!
UK, US, Europe and selected countries in Asia.
Also available on:
Overview
Table of Contents
Author
Support
Sample Chapters
  • Dive into the advanced features of the Panda3D engine
  • Take control of the renderer and use shaders to create stunning graphics
  • Give your games a professional look using special effects and post-processing filters
  • Extend the core engine libraries using C++
  • Explained ready-to-use sample code along with plenty of screenshots for easier and quicker learning

Book Details

Language : English
Paperback : 336 pages [ 235mm x 191mm ]
Release Date : March 2011
ISBN : 1849512922
ISBN 13 : 9781849512923
Author(s) : Christoph Lang
Topics and Technologies : All Books, Game Development, Cookbooks, Games, Open Source, Python, Web Graphics & Video

Table of Contents

Preface
Chapter 1: Setting Up Panda3D and Configuring Development Tools
Chapter 2: Creating and Building Scenes
Chapter 3: Controlling the Renderer
Chapter 4: Scene Effects and Shaders
Chapter 5: Post-Processing and Screen Space Effects
Chapter 6: 2D Elements and User Interfaces
Chapter 7: Application Control
Chapter 8: Collision Detection and Physics
Chapter 9: Networking
Chapter 10: Debugging and Performance
Chapter 11: Input Handling
Chapter 12: Packaging and Distribution
Chapter 13: Connecting Panda3D with Content Creation Tools
Index
    • Chapter 2: Creating and Building Scenes
      • Introduction
      • Loading terrain
      • Loading and attaching sounds to objects
      • Creating a scene using C++
      • Adding an additional camera
      • Inspecting and modifying the scene
      • Modifying the scene graph
      • Moving objects based on time
      • Controlling actions using intervals
      • Making animations fit to intervals
      • Making objects follow a predefined path
      • Making the camera smoothly follow an object
      • Generating geometry at runtime
      • Loading data asynchronously
      • Chapter 3: Controlling the Renderer
        • Introduction
        • Changing a model's render attributes
        • Adding an alpha mask to a texture
        • Creating a splitscreen mode
        • Controlling the rendering order
        • Using multiple displays
        • Chapter 4: Scene Effects and Shaders
          • Introduction
          • Adding lights and shadows
          • Using light ramps
          • Creating particle effects
          • Animating textures
          • Adding ribbon trails to an object
          • Creating a flashlight effect
          • Making objects reflect the scene
          • Adding a custom shader generator
          • Applying a custom Cg shader
          • Chapter 5: Post-Processing and Screen Space Effects
            • Introduction
            • Adding built-in post-processing effects
            • Building custom effects
            • Adding a scanline and vignette effect
            • Adding a color grading effect
            • Adding a depth of field effect
            • Building a deferred rendering pipeline
            • Chapter 6: 2D Elements and User Interfaces
              • Introduction
              • Rendering text to the screen
              • Rendering images to the 2D layer
              • Playing a movie file
              • Creating an interactive user interface
              • Making the user interface data-driven using XML
              • Chapter 7: Application Control
                • Introduction
                • Toggling window and fullscreen modes
                • Controlling game state
                • Decoupling modules using events
                • Handling events more elegantly
                • Managing recurring tasks
                • Chapter 8: Collision Detection and Physics
                  • Introduction
                  • Using the built-in collision detection system
                  • Using the built-in physics system
                  • Using the ODE physics engine
                  • Using the PhysX physics engine
                  • Integrating the Bullet physics engine
                  • Chapter 9: Networking
                    • Introduction
                    • Downloading a file from a server
                    • Using assets hosted on a server
                    • Sending high scores to a server
                    • Establishing a network connection
                    • Sending and receiving custom datagrams
                    • Synchronizing object state between server and client
                    • Chapter 10: Debugging and Performance
                      • Introduction
                      • Debugging Python code
                      • Debugging C++ code
                      • Using the PStats tool for finding performance bottlenecks
                      • Improving performance by flattening scenes
                      • Implementing performance critical code in C++
                      • Chapter 11: Input Handling
                        • Introduction
                        • Handling keyboard and mouse input
                        • Implementing an abstraction layer for supporting multiple input methods
                        • Handling input from an Xbox 360 controller
                        • Recording and simulating user input
                        • Reading audio data from a microphone
                        • Reading video data from a webcam
                        • Reading input data from a network
                        • Chapter 12: Packaging and Distribution
                          • Introduction
                          • Packing assets into multifiles
                          • Creating a redistributable game package
                          • Advanced package creation and hosting
                          • Embedding a game into a website
                          • Using website and plugin interoperability

                            Christoph Lang

                            Christoph Lang is a game developer currently working for Mi’pu’mi Games in Vienna. He has a BSc in Computer Science and an MSc in Game Engineering and Simulation Technology, both from UAS Technikum Wien. You can find him blogging on altdevblogaday.com and tweeting as @moorx.
                            Sorry, we don't have any reviews for this title yet.

                            Code Downloads

                            Download the code and support files for this book.


                            Submit Errata

                            Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                            Errata

                            - 2 submitted: last submission 02 Aug 2013

                            Errata type: Typo | Page number: 15

                            "architecture of the Panda3D" should be "architecture of Panda3D"

                             

                            Errata type: Typo | Page number: 21

                            "put this call to a global scope" should be "put this call in the global scope"

                             

                            Sample chapters

                            You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

                            Frequently bought together

                            Panda3D 1.7 Game Developer's Cookbook +    Unity 4.x Cookbook =
                            50% Off
                            the second eBook
                            Price for both: £16.14

                            Buy both these recommended eBooks together and get 50% off the cheapest eBook.

                            What you will learn from this book

                            • Develop a camera system that smoothly follows a target
                            • Add lights, shadows, and particles to make your scenes more interesting
                            • Use shader effects to take control of the rendering output
                            • Set up custom render-to-texture pipelines for advanced render effects
                            • Apply full-screen post-processing effects like depth of field and color correction to achieve cinematic and more stylized looks
                            • Connect Panda3D to the network and download files, send high-score lists, and update game object states
                            • Use one of the ODE, PhysX, or Bullet physics engines to add more realism
                            • Get input from keyboard, mouse, a game controller, a microphone, or even a webcam
                            • Debug and profile your game to find bugs and bottlenecks
                            • Package your game into a bundle and make it ready for redistribution using the web browser plugin

                            In Detail

                            Panda3D is a free and open source game engine. It has been used successfully by hobbyists as well as big studios to create games ranging from quick prototypes to full-scale commercial MMOs. Panda3D makes it easy to use models, textures, and sounds to create impressive interactive experiences. With this book, you too will be able to leverage the full power of the Panda3D engine.

                            Panda3D 1.7 Game Developer's Cookbook will supply you with a set of recipes with step-by-step instructions to guide you to usable results quickly and take you through all the topics involved in developing games with Panda3D. First it takes a quick sweep through setting up a basic scene. Then focused articles covering advanced topics of game development carry you closer to your game development goals step by step. With each article you will be able to add more features, as the recipes guide you through getting user input from gamepads, keyboard, mouse, microphone, or even webcam, using shader effects, setting up custom render-to-texture pipelines, applying full-screen post-processing effects, adding physics with the ODE, PhysX, or Bullet physics engine, using the engine's networking capabilities with the event-driven Twisted server framework, debugging and performance profiling, and packaging your game for distribution. It will also put you in touch with other languages and technologies like C++, the Cg shading language, and the Twisted server framework.

                            Panda3D 1.7 Game Developer's Cookbook provides a great reference for your Panda3D game development needs and helps you to deliver impressive results more quickly and with great ease.

                            This book offers solutions to problems occurring during game development with Panda3D for people already familiar with the basics of Panda3D.

                            Approach

                            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.

                            Who this book is for

                            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.

                            Code Download and Errata
                            Packt Anytime, Anywhere
                            Register Books
                            Print Upgrades
                            eBook Downloads
                            Video Support
                            Contact Us
                            Awards Voting Nominations Previous Winners
                            Judges Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software
                            Resources
                            Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software