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

Additional egg-texture-card options


There are three more flags for egg-texture-cards that we'll talk about here. The first is the flag –g , which is used to set the dimensions for the polygon that's created. It takes the left,right,bottom, and top values as inputs. The origin for the card is always at 0. For example, if we wanted these dimensions:

Left: -0.25
Right: 1.25
Bottom: -0.4
Top: 0.8

We would use the flag like this:

egg-texture-cards.exe –g -0.25,1.25,-0.4,0.8

If the –g flag isn't supplied, the default dimensions are -0.5, 0.5, -0.5, 0.5, or a one unit square centered on its origin.

The next flag worth mentioning is –p . This flag tells egg-texture-cards the pixel size of an image that exactly fits the polygon described by the dimensions of the –g flag. If both of these flags are used when multiple images are supplied, egg-texture-cards will resize each polygon for each image. That way, images that have different dimensions will get different sized polygons. This method was used to create the egg file that stores the menu backgrounds used in our game.

The last flag is –h , and it's probably the most important. Using the –h flag will make egg-texture-cards print out a help screen that describes every flag we can use. When using –h, we don't have to supply an input or output file. We can just use the flag, like this:

egg-texture-cards.exe -h