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Home > Computing and Information Technology Books > Information technology: general topics > Panda3D 1.6 Game Engine Beginner's Guide: This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately crea
Panda3D 1.6 Game Engine Beginner's Guide: This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately crea

Panda3D 1.6 Game Engine Beginner's Guide: This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately crea


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About the Book

This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately creating a marketable game. You’ll learn through first-hand experience and clear explanations. Key Features The first and only guide to building a finished game using Panda3D Learn about tasks that can be used to handle changes over time Respond to events like keyboard key presses, mouse clicks, and more Take advantage of Panda3D's built-in shaders and filters to decorate objects with gloss, glow, and bump effects Follow a step-by-step, tutorial-focused process that matches the development process of the game with plenty of screenshots and thoroughly explained code for easy pick up Book DescriptionPanda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. It includes graphics, audio, I/O, collision detection, and other abilities relevant to the creation of 3D games. Also, Panda3D is Open Source and free for any purpose, including commercial ventures. This book will enable you to create finished, marketable computer games using Panda3D and other entirely open-source tools and then sell those games without paying a cent for licensing. Panda3D 1.6 Game Engine Beginner's Guide follows a logical progression from a zero start through the game development process all the way to a finished, packaged installer. Packed with examples and detailed tutorials in every section, it teaches the reader through first-hand experience. These tutorials are followed by explanations that describe what happened in the tutorial and why. You will start by setting up a workspace, and then move on to the basics of starting up Panda3D. From there, you will begin adding objects like a level and a character to the world inside Panda3D. Then the book will teach you to put the game's player in control by adding change over time and response to user input. Then you will learn how to make it possible for objects in the world to interact with each other by using collision detection and beautify your game with Panda3D's built-in filters, shaders, and texturing. Finally, you will add an interface, audio, and package it all up for the customer.What you will learn Create and use tasks Respond to and handle events Implement texturing with built-in shaders Exercise collision detection Implement a graphical user interface Utilize the Panda3D animation system Master the power and purpose of intervals Add audio and use the OpenAL library Understand garbage collection Package the game into an installer Use Spacescape and explosion texture generator to create certain art assets Who this book is forIf 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.

Table of Contents:
Table of Contents



    About the Author :
    David Brian Mathews is a graduate in Electronic Visualization program from the University of Illinois at Chicago. He began programming in the fifth grade with QBASIC and has been designing games of various kinds, from table-top board games to computer games, since childhood. Prior to entering higher education, he served for two years in the United States Navy as a nuclear engineer before being honorably discharged for medical reasons, where he learned discipline, advanced mathematics, and nuclear theory, as well as teamwork and leadership skills. During his years in school, Mathews earned valuable experience with professional game development methods working both by himself and with teams. He is skilled at programming, 3D modeling and animation, drawing, and 2D compositing.


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    Product Details
    • ISBN-13: 9781849512732
    • Publisher: Packt Publishing Limited
    • Publisher Imprint: Packt Publishing Limited
    • Language: English
    • Sub Title: This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately crea
    • ISBN-10: 1849512736
    • Publisher Date: 09 Feb 2011
    • Binding: Digital (delivered electronically)
    • No of Pages: 356


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    Panda3D 1.6 Game Engine Beginner's Guide: This is the A-Z of Panda3D for developers who have never used the engine before. Step-by-step, it takes you from first principles to ultimately crea
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