Mathews D.B. - Panda3D 1.6 Game Engine. Beginner's Guide + Code

Название:
Mathews D.B. - Panda3D 1.6 Game Engine. Beginner's Guide + Code
Размер:
342.3 MB
51
Скачать
Panda3D 1.6 Game Engine Beginner's Guide
Год: 2011
Автор: David Brian Mathews
Издательство: Packt Publishing
ISBN: 978-1-849512-72-5
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Количество страниц: 356
Описание: This book is a step-by-step, tutorial-driven guide to game or application development using Panda3D that follows the process used in professional development. You will learn through first-hand experience how a Panda3D developer goes from literally nothing to a finished product. Along the way there are illustrations to explain difficult topics and to display the results of progress, as well as a complete archive of thoroughly explained code for every tutorial. Every single code file the reader saves is mirrored in the example code, finished and explained. In addition, every art and audio asset required by the tutorials is provided, so the user need not provide any assets of their own. If you are an independent developer interested in creating your own video games or other 3D applications using Panda3D for personal or commercial distribution at minimal expense, this book is definitely for you. A basic understanding of general programming, such as familiarity with the concept of a variable, is necessary. Some familiarity with object-oriented programming and the Python language is expected, but not essential. This book does not cover the creation of three dimensional models or similar art assets, nor does it cover the creation of two dimensional art assets or audio assets.
Примеры страниц
Оглавление
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 systems
Loading 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 options
About 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 turning
Utilizing 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
Summary
Chapter 6: The World in Action: Handling Collisions
Collision basics: Our first collision system
Time for action – creating a simple collision detection system
Creating inter-cycle collisions
Time for action – inter-cycle collisions
Using BitMasks to organize collisions
Time for action – implementing BitMasks
Time for action – setting a range of bits with BitMask.range
Using Python tags to get colliding objects
Time for action – setting and getting PythonTags
Setting up ground collision
Time for action – creating a ground collision system
Overview of additional collision solids and handlers
Collision solids
Collision handlers
Summary
Chapter 7: Making it Fancy: Lighting, Textures, Filters, and Shaders
Adding lighting
Time for action – adding lights to the game
Types of lights
Applying textures to models
Time for action – creating a bam writer
Texture stages
Time for action – using TextureStages
Creating filters
Time for action – adding a bloom filter
Using a sky sphere
Time for action – adding a sky sphere
Summary
Chapter 8: GUI Goodness: All About the Graphic User Interface
Creating a menu system
About DirectGUI
Time for action – creating a menu system
Putting menus to use
Time for action – using menus
In-game HUD
Time for action – creating a basic HUD
Summary
Chapter 9: Animating in Panda3D
Actors and Animations
Time for action – loading Actors and Animations
Controlling animations
Animation blending
Time for action – blending two animations
Creating and using Actor subparts
Time for action – playing animations on subparts
Exposing joints
Time for action – animating our cycles
Summary
Chapter 10: Creating Weaponry: Using Mouse Picking and Intervals
Using mouse picking
Time for action – setting up mouse aim
Understanding Intervals, Sequences, and Parallels
Sequences and Parallels
Creating machine guns
Time for action – using Intervals in Sequences and Parallels
Time for action – adding collision detection to the MachineGun
Implementing the main cannon
Time for action – creating the main cannon
Adding weapon information to the HUD
Time for action – adding a new HUD section
Handling damage response
Time for action – finalizing weapons with damage response
Summary
Chapter 11: What's that Noise? Using Sound
Editing Config.prc
Time for action – selecting an audio library
Adding music
AudioSound objects
AudioManager objects
Time for action – creating background music
Adding sound effects
Time for action – generating 3D audio with Audio3DManager
About sound intervals
Summary
Chapter 12: Finishing Touches: Getting the Game Ready for the Customer
Collecting garbage
Time for action – collecting garbage from the Explosion classes
Time for action – collecting garbage from the Gun classes
Time for action – collecting garbage from the Cycle class
Time for action – collecting garbage from the Track class
Creating a preloader
Time for action – creating a preloader to load models
File handling
Time for action – reading data from a file
Customizing the mouse cursor
Time for action – customizing the mouse cursor
Creating an Installer
Time for action – packing a Panda3D game
Summary
Appendix A: Creating a Sky Sphere with Spacescape
Learning Spacescape basics
Time for action – getting started with Spacescape
Blending layers
Time for action – blending layers to create nebulas
Using point stars and billboard stars
Time for action – populating the sky with stars
Creating a sky sphere from a skybox made with Spacescape
Time for action – populating the sky with stars
Time for action – creating the sky sphere in Panda3D
Summary
Appendix B: Using Egg-Texture-Cards and ExploTexGen
Using ExploTexGen
Time for action – reading the ExploTexGen documentation
Time for action – designing an explosion
Creating flipbook animations with egg-texture-cards
Time for action – using egg-texture-cards
Additional egg-texture-card options
Summary
Appendix C: Pop quiz Answers
Chapter 2: Creating the Universe: Loading Terrain
Starting Panda3D and loading models
Using NodePath and understanding scene graph inheritance
Chapter 3: Managing Tasks Over Time
The task manager
Delta time
Task return options
Chapter 4: Taking Control: Events and User Input
Working with events
Using keyboard input
Utilizing mouse input
Chapter 5: Handling Large Programs with Custom Classes
Importing custom classes
Accessing custom classes from other classes
Chapter 6: The World in Action: Handling Collisions
Regarding basic collision detection
Understanding handlers that generate events
Understanding BitMasks
Using Python tags
Complex collision detection
Chapter 7: Making it Fancy: Lighting, Textures, Filters, and Shaders
Using lights
Understanding textures and TextureStages
Setting up a sky sphere
Chapter 8: GUI Goodness: All About the Graphic User Interface
Understanding DirectGUI
Creating a Heads Up Display
Chapter 9: Animating in Panda3D
Animation basics
Advanced animation
Chapter 10: Creating Weaponry: Using Mouse Picking and Intervals
Mouse picking
Intervals
Chapter 11: What's that Noise? Using Sound
Making music
Sounding off
Chapter 12: Finishing Touches: Getting the Game Ready for the Customer
Garbage collection
Using a custom mouse cursor
Building an installer
Index