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Panda3D 1.7 Game Developer's Cookbook

You're reading from   Panda3D 1.7 Game Developer's Cookbook Over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine

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Product type Paperback
Published in Mar 2011
Publisher
ISBN-13 9781849512923
Length 336 pages
Edition Edition
Languages
Tools
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Toc

Table of Contents (20) Chapters Close

Panda3D 1.7 Game Developer's Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Setting Up Panda3D and Configuring Development Tools FREE CHAPTER 2. Creating and Building Scenes 3. Controlling the Renderer 4. Scene Effects and Shaders 5. Post-Processing and Screen Space Effects 6. 2D Elements and User Interfaces 7. Application Control 8. Collision Detection and Physics 9. Networking 10. Debugging and Performance 11. Input Handling 12. Packaging and Distribution 13. Connecting Panda3D with Content Creation Tools Index

Handling keyboard and mouse input


With the exception of karaoke and guitar games like Rock Band or Guitar Hero, it is generally a pretty bad idea to require a specialized controller or other input device for a video game. So, unless you have the marketing budget for advertising your new and special controller, you should always opt to use the most common and most widely available devices.

On consoles you would therefore aim for the standard gamepad, while the most widespread input measure for PC games is a combination of keyboard and mouse. Because Panda3D is targeted towards PC game production, in this example, you will learn how to handle input data received from the latter input method.

Getting ready

This recipe will of course be using our standard application skeleton that we created in the first chapter. Additionally, we will reuse the FollowCam class from the recipe Making the camera smoothly follow an object in Chapter 2, Creating and Building Scenes. Be sure to implement that class...

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83
Tech Concepts
36
Programming languages
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