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|a 9781849512930
|b Packt Publishing Pvt. Ltd
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|a QA76.76.C672
|b 2011eb
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|a UAMI
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100 |
1 |
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|a Lang, Christoph.
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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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260 |
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|a Birmingham, UK :
|b Packt,
|c ©2011.
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300 |
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|a 1 online resource (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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347 |
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|a data file
|2 rda
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490 |
0 |
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|a Quick answers to common problems
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520 |
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|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.
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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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505 |
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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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505 |
8 |
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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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505 |
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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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505 |
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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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546 |
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|a English.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
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|a Panda3D (Computer file)
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650 |
|
0 |
|a Video games
|x Design.
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650 |
|
0 |
|a Computer graphics.
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650 |
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0 |
|a Video games
|x Programming.
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650 |
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0 |
|a Three-dimensional imaging
|x Data processing.
|
650 |
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2 |
|a Computer Graphics
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650 |
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6 |
|a Jeux vidéo
|x Conception.
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650 |
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6 |
|a Infographie.
|
650 |
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6 |
|a Jeux vidéo
|x Programmation.
|
650 |
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6 |
|a Imagerie tridimensionnelle
|x Informatique.
|
650 |
|
7 |
|a computer graphics.
|2 aat
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650 |
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|a GAMES
|x Video & Electronic.
|2 bisacsh
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|
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650 |
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