LEADER 05356nam 2200697 a 450 001 9910813608603321 005 20240313145547.0 010 $a1-283-37668-7 010 $a9786613376688 010 $a1-84951-293-0 035 $a(CKB)2670000000083291 035 $a(EBL)1126732 035 $a(OCoLC)828793015 035 $a(SSID)ssj0000524683 035 $a(PQKBManifestationID)12224171 035 $a(PQKBTitleCode)TC0000524683 035 $a(PQKBWorkID)10488459 035 $a(PQKB)10164473 035 $a(Au-PeEL)EBL1126732 035 $a(CaPaEBR)ebr10467629 035 $a(CaONFJC)MIL337668 035 $a(PPN)228045312 035 $a(FR-PaCSA)88851744 035 $a(MiAaPQ)EBC1126732 035 $a(EXLCZ)992670000000083291 100 $a20110518d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aPanda3D 1.7 game developer's cookbook $eover 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine /$fChristoph Lang 205 $a1st ed. 210 $aBirmingham U.K. $cPackt Open Source$d2011 215 $a1 online resource (336 p.) 225 0 $aQuick answers to common problems 300 $a"Quick answers to common problems"--Cover. 300 $aIncludes index. 311 $a1-84951-292-2 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera 327 $aInspecting and modifying the sceneModifying 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 327 $aUsing light rampsCreating 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 & 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 327 $aRendering images to the 2D layerPlaying 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 327 $aChapter 9: NetworkingIntroduction; 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 327 $aImplementing an abstraction layer for supporting multiple input methods 330 $aThis is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in. 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. 606 $aVideo games 606 $aVideo games$xDesign 606 $aThree-dimensional display systems 615 0$aVideo games. 615 0$aVideo games$xDesign. 615 0$aThree-dimensional display systems. 676 $a794.8 700 $aLang$b Christophe$01724729 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910813608603321 996 $aPanda3D 1.7 game developer's cookbook$94127039 997 $aUNINA