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|a CL0500000115
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|a QA76.76.C672
|b 2011
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|a 794.8
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|a UAMI
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|a Lang, Christoph.
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|a Panda3D 1.7 game developer's cookbook /
|c Christoph Lang.
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|a Panda 3D 1.7 game developer's cookbook
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|a Panda Three D 1.7 game developer's cookbook
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|a Panda Three-dimensional 1.7 game developer's cookbook
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|a Birmingham, UK :
|b Packt Pub.,
|c ©2011.
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|a 1 online resource (iv, 322 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|2 rda
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|a Quick answers to common problems
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|a Print version record.
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|a Annotation
|b Panda3D is a free and open source game engine. It has been used successfully by hobbyists as well as big studios to create games ranging from quick prototypes to full-scale commercial MMOs. Panda3D makes it easy to use models, textures, and sounds to create impressive interactive experiences. With this book, you too will be able to leverage the full power of the Panda3D engine.<br /><br />Panda3D 1.7 Game Developer's Cookbook will supply you with a set of recipes with step-by-step instructions to guide you to usable results quickly and take you through all the topics involved in developing games with Panda3D. First it takes a quick sweep through setting up a basic scene. Then focused articles covering advanced topics of game development carry you closer to your game development goals step by step. With each article you will be able to add more features, as the recipes guide you through getting user input from gamepads, keyboard, mouse, microphone, or even webcam, using shader effects, setting up custom render-to-texture pipelines, applying full-screen post-processing effects, adding physics with the ODE, PhysX, or Bullet physics engine, using the engine's networking capabilities with the event-driven Twisted server framework, debugging and performance profiling, and packaging your game for distribution. It will also put you in touch with other languages and technologies like C++, the Cg shading language, and the Twisted server framework.<br /><br />Panda3D 1.7 Game Developer's Cookbook provides a great reference for your Panda3D game development needs and helps you to deliver impressive results more quickly and with great ease.<br /><br />This book offers solutions to problems occurring during game development with Panda3D for people already familiar with the basics of Panda3D.
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|a Cover; 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.
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|a Inspecting 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.
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|a Using 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.
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|a Rendering 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.
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|a Chapter 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.
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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630 |
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|a Panda3D (Computer file)
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|a Panda3D (Computer file)
|2 blmlsh
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650 |
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|a Video games
|x Programming.
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|a Video games
|x Design.
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|a Computer graphics.
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|a Three-dimensional imaging
|x Data processing.
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|a Open source software.
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|a Computer Graphics
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|a Jeux vidéo
|x Programmation.
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|a Jeux vidéo
|x Conception.
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|a Infographie.
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|a Imagerie tridimensionnelle
|x Informatique.
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|a Logiciels libres.
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|a computer graphics.
|2 aat
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650 |
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|a Computer games
|x Design
|2 fast
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650 |
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7 |
|a Video games
|x Programming
|2 fast
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650 |
|
7 |
|a Computer graphics
|2 fast
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650 |
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7 |
|a Open source software
|2 fast
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758 |
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|i has work:
|a Panda3D 1.7 game developer's cookbook (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCXqHbV7vDMWVykjjy7tJCP
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
8 |
|i Print version:
|a Lang, Christoph.
|t Panda3D 1.7 game developer's cookbook.
|d Birmingham, UK : Packt, ©2011
|z 9781849512923
|w (OCoLC)727737493
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1126732
|z Texto completo
|
938 |
|
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|a ProQuest Ebook Central
|b EBLB
|n EBL1126732
|
994 |
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|a 92
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