Book Image

Panda3D 1.6 Game Engine Beginner's Guide

Book Image

Panda3D 1.6 Game Engine Beginner's Guide

Overview of this book

Panda3D 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.
Table of Contents (22 chapters)
Panda3D 1.6 Game Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – inter-cycle collisions


We're going to use the files from last chapter's Have a Go hero section to proceed. If we didn't complete that section, that's fine. Files have been provided that we can use instead.

  1. Open the cycle class file we made during the previous chapter's Have a Go hero section, or open the file CycleClassHero.py in the Chapter06 folder.

  2. Resave the file as CycleClass_01.py in the Chapter06 folder.

  3. For this collision system, we're going to have a unique name for each cycle on the track. We also need to be able to put the cycles in different spots on the track so they don't start on top of each other. Change the definition of the __init__ to look like this:

      def __init__(self, inputManager, track, startPos, name, ai = None):
  4. Change the line where we call setupVarsNPs to accept the new startPos and name information, like so:

    self.setupVarsNPs(startPos, name)
  5. Naturally, we have to update setupVarsNPs to use this data. Replace the definition for that method with these...