更新时间:2021-04-09 21:22:12
封面
版权信息
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
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
Loading terrain
Loading and attaching sounds to objects
Creating a scene using C++
Adding an additional camera
Inspecting and modifying the scene
Modifying 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
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
Adding lights and shadows
Using light ramps
Creating 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 and Screen Space Effects
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
Rendering text to the screen
Rendering images to the 2D layer
Playing a movie file
Creating an interactive user interface
Making the user interface data-driven using XML
Chapter 7. Application Control
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
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
Chapter 9. Networking
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
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