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Panda3D 1.7 game developer's cookbook : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine /

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Lang, Christoph
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt, ©2011.
Colección:Quick answers to common problems
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Panda3D 1.7 game developer's cookbook :  |b over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine /  |c Christoph Lang. 
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520 |a 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. 
505 0 |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 
505 8 |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 
505 8 |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 
505 8 |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 
505 8 |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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