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Panda3d 1.7 Game Developers Cookbook电子书

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作       者:Christoph Lang

出  版  社:Packt Publishing

出版时间:2011-03-23

字       数:192.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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. 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.
目录展开

Panda3D 1.7 Game Developer's Cookbook

Table of Contents

Panda3D 1.7 Game Developer's Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Setting Up Panda3D and Configuring Development Tools

Introduction

Downloading and configuring NetBeans to work with Panda3D

Getting ready

How to do it...

How it works...

There's more...

Configuring Visual Studio 2008 to work with Panda3D

Getting ready

How to do it...

How it works...

There's more...

Understanding Panda3D's runtime configuration options

How to do it...

How it works...

There's more...

Listing all configuration variables

Loading a specific configuration file

Embedding configuration data in Python code

Setting up the game structure

Getting ready

How to do it...

How it works...

Building Panda3D from source code

Getting ready

How to do it...

How it works...

There's more...

2. Creating and Building Scenes

Introduction

Getting ready

How to do it...

How it works...

Loading terrain

Getting ready

How to do it...

How it works...

There's more...

Block size

Near and far thresholds

Loading and attaching sounds to objects

Getting ready

How to do it...

How it works...

There's more...

Creating a scene using C++

Getting ready

How to do it...

How it works...

Adding an additional camera

Getting ready

How to do it...

How it works...

Inspecting and modifying the scene

Getting ready

How to do it...

How it works...

Modifying the scene graph

Getting ready

How to do it...

How it works...

There's more...

Position

Rotation

Scale

Moving objects based on time

Getting ready

How to do it...

How it works...

There's more...

Controlling actions using intervals

Getting ready

How to do it...

How it works...

There's more...

Lerp intervals

Lerp function interval

Interpolation easing

Sequences and Parallels

Wait interval

Making animations fit to intervals

Getting ready

How to do it...

How it works...

There's more...

Making objects follow a predefined path

Getting ready

How to do it...

How it works...

Making the camera smoothly follow an object

Getting ready

How to do it...

How it works...

There's more...

Generating geometry at runtime

Getting ready

How to do it...

How it works...

There's more...

Built in vertex formats

Custom vertex formats

Primitive types

See also

Loading data asynchronously

Getting ready

How to do it...

How it works...

3. Controlling the Renderer

Introduction

Changing a model's render attributes

Getting ready

How to do it...

How it works...

Adding an alpha mask to a texture

Getting ready

How to do it...

How it works...

Creating a splitscreen mode

Getting ready

How to do it...

How it works...

Controlling the rendering order

Getting ready

How to do it...

How it works...

There's more...

Cull bin types

Default cull bins

Adding a cull bin at runtime

Adding a cull bin using the configuration file

Using multiple displays

Getting ready

How to do it...

How it works...

4. Scene Effects and Shaders

Introduction

Adding lights and shadows

Getting ready

How to do it...

How it works...

There's more...

Using light ramps

Getting ready

How to do it...

How it works...

Creating particle effects

Getting ready

How to do it...

How it works...

There's more...

Particle Factories

Particle Renderers

Particle Emitters

Animating textures

Getting ready

How to do it...

How it works...

Adding ribbon trails to an object

Getting ready

How to do it...

How it works...

There's more

Creating a flashlight effect

Getting ready

How to do it...

How it works...

Making objects reflect the scene

Getting ready

How to do it...

How it works...

Adding a custom shader generator

Getting ready

How to do it...

How it works...

There's more...

Applying a custom Cg shader

Getting ready

How to do it...

How it works...

5. Post-Processing and Screen Space Effects

Introduction

Adding built-in post-processing effects

Getting ready

How to do it...

How it works...

There's more...

Building custom effects

Getting ready

How to do it...

How it works...

There's more...

Adding a scanline and vignette effect

Getting ready

How to do it...

How it works...

Adding a color grading effect

Getting ready

How to do it...

How it works...

Adding a depth of field effect

Getting ready

How to do it...

How it works...

Building a deferred rendering pipeline

Getting ready

How to do it...

How it works...

There's more...

6. 2D Elements and User Interfaces

Introduction

Rendering text to the screen

Getting ready

How to do it...

How it works...

Rendering images to the 2D layer

Getting ready

How to do it...

How it works...

Playing a movie file

Getting ready

How to do it...

How it works...

Creating an interactive user interface

Getting ready

How to do it...

How it works...

There's more...

More controls

More parameters

Making the user interface data-driven using XML

Getting ready

How to do it...

How it works...

There's more...

7. Application Control

Introduction

Toggling window and fullscreen modes

Getting ready

How to do it...

How it works...

Controlling game state

Getting ready

How to do it...

How it works...

Decoupling modules using events

Getting ready

How to do it...

How it works...

Handling events more elegantly

Getting ready

How to do it...

How it works...

There's more...

Managing recurring tasks

Getting ready

How to do it...

How it works...

8. Collision Detection and Physics

Introduction

Using the built-in collision detection system

Getting ready

How to do it...

How it works...

There's more...

Collision Shapes

Collision Handlers

Using the built-in physics system

Getting ready

How to do it...

How it works...

Using the ODE physics engine

Getting ready

How to do it...

How it works...

Using the PhysX physics engine

Getting ready

How to do it...

How it works...

Integrating the Bullet physics engine

Getting ready

How to do it...

How it works...

9. Networking

Introduction

Downloading a file from a server

Getting ready

How to do it...

How it works...

Using assets hosted on a server

Getting ready

How to do it...

How it works...

Sending high scores to a server

Getting ready

How to do it...

How it works...

Establishing a network connection

Getting ready

How to do it...

How it works...

Sending and receiving custom datagrams

Getting ready

How to do it...

How it works...

Synchronizing object state between server and client

Getting ready

How to do it...

How it works...

10. Debugging and Performance

Introduction

Debugging Python code

Getting ready

How to do it...

How it works...

Debugging C++ code

Getting ready

How to do it...

How it works...

Using the PStats tool for finding performance bottlenecks

Getting ready

How to do it...

How it works...

Improving performance by flattening scenes

Getting ready

How to do it...

How it works...

Implementing performance critical code in C++

Getting ready

How to do it...

How it works...

11. Input Handling

Introduction

Handling keyboard and mouse input

Getting ready

How to do it...

How it works...

There's more...

Implementing an abstraction layer for supporting multiple input methods

Getting ready

How to do it...

How it works...

Handling input from an Xbox 360 controller

Getting ready

How to do it...

How it works...

Recording and simulating user input

Getting ready

How to do it...

How it works...

Reading audio data from a microphone

Getting ready

How to do it...

How it works...

Reading video data from a webcam

Getting ready

How to do it...

How it works...

There's more...

Reading input data from a network

Getting ready

How to do it...

How it works...

12. Packaging and Distribution

Introduction

Packing assets into multifiles

Getting ready

How to do it...

How it works...

There's more…

Updating a subfile

Extracting a subfile

Encrypting subfiles

Creating multifiles on the command line

Creating a redistributable game package

Getting ready

How to do it...

How it works...

Advanced package creation and hosting

Getting ready

How to do it...

How it works...

There's more...

Working with modules

Creating patches

Embedding a game into a website

Getting ready

How to do it...

How it works...

Using website and plugin interoperability

Getting ready

How to do it...

How it works...

13. Connecting Panda3D with Content Creation Tools

Introduction

Setting up the Blender export plugin

Getting ready

How to do it...

How it works...

Exporting models from Blender

Getting ready

How to do it...

How it works...

Generating model files programmatically

Getting ready

How to do it...

How it works...

Using the "Pview" tool to preview models

How to do it...

How it works...

Compressing and converting model files using pzip and egg2bam

Getting ready

How to do it...

How it works...

Index

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