1.

Record Nr.

UNINA9910818778303321

Autore

Mathews David Brian

Titolo

Panda3D 1.6 game engine beginner's guide / / David Brian Mathews

Pubbl/distr/stampa

Birmingham, U.K., : Packt Publishing Ltd., 2011

ISBN

1-283-01141-7

9786613011411

1-84951-273-6

Edizione

[1st ed.]

Descrizione fisica

1 online resource (356 p.)

Disciplina

006.693

Soggetti

Computer animation

Computer games - Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.

Nota di contenuto

Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Installing Panda3D and Preparing a Workspace; Getting started with Panda3D installation packages; Time for action - downloading and installing Panda3D; Switching to an advanced text editor; Time for action - downloading and installing Notepad++; Installing the game content; Time for action - demoing Suicide Jockeys; Installing optional tools; Blender and Chicken; Spacescape; Explosion Texture Generator; Summary; Chapter 2:Creating the Universe: Loading Terrain; Notepad++

Setting up a new file in Notepad++Time for action - setting up a new file in Notepad++; Importing Panda3D components; Time for action - importing DirectStart; Creating a World Object; Time for action - creating a World Object; Loading the terrain; Time for action - loading the terrain; Loading files into Panda3D; The model path; Eggs; Bams; NodePaths and nodes; Time for action - introducing NodePaths and nodes; Manipulating NodePaths; Time for action - manipulating NodePaths; The Scene Graph; Time for action - understanding parent child inheritance

Time for action - explaining relative coordinate systemsLoading a file multiple times; Render attributes; Time for action - demonstrating



render attributes; Summary; Chapter 3:Managing Tasks Over Time; The task manager; Time for action - printing the task list from the task manager; Avoiding multiple task managers; Adding tasks to the task manager; Time for action - creating a task and adding it to the; task manager; Time for action - looking at task statistics; Adding a delay to tasks; Time for action - using doMethodLater; Using delta time; Time for action - using delta time

Over viewing task return optionsAbout the None type object; Time for action - exploring task return options; Prioritizing tasks; Removing tasks from the task manager; Time for action - removing tasks by name; Dissecting task objects; Summary; Chapter 4:Taking Control: Events and User Input; Working with events; Time for action - registering and responding to events; Using keyboard events; Using a key map; Time for action - creating and using a key map; Implementing advanced cycle controls; Time for action - implementing acceleration; Time for action - implementing throttle control

Time for action - implementing turningUtilizing mouse input and creating camera control; Time for action - tying the camera to the cycle; Reacting to mouse movement; Time for action - turning the camera with the mouse position; Ending event response; Summary; Chapter 5:Handling Large Programs with Custom Classes; Importing custom classes; Time for action - making and importing a custom class; Adding NodePath functionality to a custom class; Time for action - defining the Cycle class; Simulating drift; Time for action - simulating drift; Accessing classes from within another class

Time for action - adding an input manager

Sommario/riassunto

Create your own computer game with this 3D rendering and game development framework