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  • Book Overview & Buying Panda3D 1.6 Game Engine Beginner's Guide
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Panda3D 1.6 Game Engine Beginner's Guide

Panda3D 1.6 Game Engine Beginner's Guide

3.7 (6)
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Panda3D 1.6 Game Engine Beginner's Guide

Panda3D 1.6 Game Engine Beginner's Guide

3.7 (6)

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)
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Panda3D 1.6 Game Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
4
Index

Chapter 4. Taking Control: Events and User Input

In addition to tasks, we have one more system in Panda3D that we can use to control dynamic elements in our game: events. In this chapter, we're going to use events and tasks to set up our cycle so that the player can move it around the track. We're also going to set up some important rules for our cycle's movement, such as acceleration and simulating drift.

This is what we'll talk about:

  • Working with events

  • Using keyboard events

  • Implementing advanced cycle controls

  • Utilizing mouse input and creating camera control

  • Ending event response

The event system is vital to making our game respond to anything other than the passage of time. It's not too complicated, but we still need to pay attention and make sure we don't miss anything!

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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Panda3D 1.6 Game Engine Beginner's Guide
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