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Panda3D 1.7 Game Developer's Cookbook
Table of Contents
Panda3D 1.7 Game Developer's Cookbook
Credits
About the Author
About the Reviewers
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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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