Index
A
- abstraction layer
- adding, for for supporting multiple input methods / Implementing an abstraction layer for supporting multiple input methods, How to do it..., How it works...
- accept() method / How it works...
- acceptName() method / How it works...
- actions
- controlling, intervals used / Controlling actions using intervals, How to do it..., How it works...
- ActorInterval / How it works...
- actorLoaded() method / How it works...
- ActorNode / How it works...
- addBin() method / Adding a cull bin at runtime
- addGround() method / How it works...
- additional camera
- adding / Adding an additional camera, How it works...
- addSmiley() method / How it works..., How it works..., How it works..., How to do it...
- addString() method / How it works...
- addSubfile() method / How it works...
- addTexture()
- about / How it works...
- addUint8() method / How it works...
- alpha mask
- adding, to texture / Adding an alpha mask to a texture, How to do it...
- ambient light
- about / There's more...
- analyze_renderstate() method
- about / There's more...
- animate() method / How it works...
- animated textures
- about / Animating textures
- animations
- programming, to fit to intervals / Making animations fit to intervals, There's more...
- Application class / How it works..., How to do it..., How to do it...
- about / How to do it...
- AppState class / How to do it...
- assets, hosted on server
- attachListener() / How it works...
- attachNewNode() method
- about / How it works...
- Audio3DManager class / How it works...
- audio data
- reading, from microphone / Reading audio data from a microphone, How to do it..., How it works...
- audioop module / How it works...
B
- .bam format
- about / How it works...
- backface culling
- about / How it works...
- background bin
- about / How it works...
- base.disableMouse() method / How it works...
- base.enableParticles() / How it works...
- beginGetDocument() / How it works...
- beginPostForm() method / How it works...
- Blender
- downloading / Getting ready
- about / Getting ready
- installing / Getting ready
- models, exporting from / Exporting models from Blender, How to do it..., How it works...
- Blender export plugin
- setting up / Setting up the Blender export plugin, Getting ready, How to do it...
- working / How it works...
- blendType parameter / Interpolation easing
- bloom effect
- about / How it works...
- configuring, named parameters used / How it works...
- BoxVolumeEmitter / Particle Emitters
- break command / How it works...
- Breakpoint Condition window / How to do it...
- breakpoints / How it works...
- btDiscreteDynamicsWorld / How it works...
- btRigidBodyConstructionInfo object / How it works...
- buildCube() method / How it works...
- built-in physics system
- using / Using the built-in physics system, How to do it...
- about / Using the built-in physics system, How to do it...
- working / How it works...
- built in collision detection system
- about / Using the built-in collision detection system
- using / Getting ready, How to do it...
- working / How it works...
- collision shapes / Collision Shapes
- collision handlers / Collision Handlers
- built in vertex formats, Panda3D
- getV3() / Built in vertex formats
- getV3c4() / Built in vertex formats
- getV3c4t2() / Built in vertex formats
- getV3n3() / Built in vertex formats
- getV3n3c4() / Built in vertex formats
- getV3n3c4t2() / Built in vertex formats
- getV3n3t2() / Built in vertex formats
- Bullet physics engine
- about / Integrating the Bullet physics engine
- integrating / Getting ready, How to do it...
- working / How it works...
- BulletTask class / How it works...
C
- -ctex flag
- about / How it works...
- C++
- performance critical code, implementing in / Implementing performance critical code in C++, How to do it..., How it works...
- C++ code
- debugging / Debugging C++ code, Getting ready, How to do it..., How it works...
- camera system
- programming, to follow an object / Making the camera smoothly follow an object, How to do it..., How it works...
- working / How it works...
- CardMaker class / How it works...
- about / How it works...
- cb parameter / How it works...
- Chicken Exporter plugin / Exporting models from Blender
- Client class / How it works...
- ClientProtocol class / How it works...
- CollisionBox / Collision Shapes
- collision detection
- about / Introduction
- CollisionHandlerEvent / Collision Handlers
- CollisionHandlerFloor / Collision Handlers
- CollisionHandlerPusher / Collision Handlers
- CollisionHandlerQueue / Collision Handlers
- collision handlers
- about / Collision Handlers
- CollisionHandlerEvent / Collision Handlers
- CollisionHandlerPusher / Collision Handlers
- CollisionHandlerFloor / Collision Handlers
- CollisionHandlerQueue / Collision Handlers
- PhysicsCollisionHandler / Collision Handlers
- CollisionInvSphere / Collision Shapes
- CollisionLine / Collision Shapes
- CollisionParabola / Collision Shapes
- CollisionPlane / Collision Shapes
- CollisionPolygon / Collision Shapes
- CollisionRay / Collision Shapes
- CollisionSegment / Collision Shapes
- collision shapes
- about / Collision Shapes
- CollisionSphere / Collision Shapes
- CollisionPlane / Collision Shapes
- CollisionBox / Collision Shapes
- CollisionTube / Collision Shapes
- CollisionInvSphere / Collision Shapes
- CollisionPolygon / Collision Shapes
- CollisionRay / Collision Shapes
- CollisionLine / Collision Shapes
- CollisionSegment / Collision Shapes
- CollisionParabola / Collision Shapes
- CollisionSphere / Collision Shapes
- CollisionTraverser class / How it works...
- CollisionTube / Collision Shapes
- color grading effect
- adding, to scene / Adding a color grading effect, How to do it..., How it works...
- CommonFilters class / How it works..., There's more...
- config() function / How it works...
- configuration variables
- about / How it works...
- audio-volume / How it works...
- background-color / How it works...
- cursor-filename / How it works...
- cursor-hidden / How it works...
- disable-sticky-keys / How it works...
- fullscreen / How it works...
- icon-filename / How it works...
- model-path / How it works...
- show-frame-rate-meter / How it works...
- sync-video / How it works...
- win-origin / How it works...
- win-size / How it works...
- window-title / How it works...
- listing / Listing all configuration variables
- connect() method / How it works...
- ConnectionManager class / How it works...
- ConnectionReader / How it works...
- continue command / How it works...
- createActor() method / How it works...
- createInput() method / How it works...
- cube mapping
- cull bin
- adding, at runtime / Adding a cull bin at runtime
- adding, configuration file used / Adding a cull bin using the configuration file
- CullBinManager class / Adding a cull bin at runtime
- cull bin types
- about / Cull bin types
- BTUnsorted / Cull bin types
- BTStateSorted / Cull bin types
- BTBackToFront / Cull bin types
- BTFrontToBack / Cull bin types
- BTFixed / Cull bin types
- custom Cg shader
- applying / How to do it..., How it works...
- custom datagrams
- sending/receiving / Sending and receiving custom datagrams, How to do it..., How it works...
- custom effects
- building / Building custom effects, How to do it...
- working / How it works...
- custom shader generator
- adding, to Panda3D / Adding a custom shader generator, How to do it..., How it works..., There's more...
- CustomShaderGenerator class
- about / How it works...
- custom vertex formats
- about / Custom vertex formats
D
- 2D layer
- images, rendering to / Rendering images to the 2D layer, How to do it..., How it works...
- 3D sound
- attaching, to objects / Loading and attaching sounds to objects, How it works...
- about / Loading and attaching sounds to objects
- data
- loading asynchronously / Loading data asynchronously, Getting ready, How it works...
- default cull bins
- about / Default cull bins
- deferred rendering pipeline
- building / Building a deferred rendering pipeline, Getting ready, How to do it...
- working / How it works...
- deploy / How to do it...
- deploy.pdef / How to do it...
- depth of field effect
- adding, to scene / Adding a depth of field effect, How to do it...
- working / How it works...
- detectPanda3D() function / How it works...
- Diesel
- direct.gui.DirectGui package / How it works...
- direct.gui.OnscreenText package / How it works...
- Direct3D
- about / Adding a custom shader generator
- DirectCheckButton control / More controls
- DirectDialog control / More controls
- DirectFrame control / More controls
- DirectGui library / There's more..., How it works..., There's more...
- directional lights
- about / There's more...
- DirectOptionMenu control / More controls
- DirectScrollBar control / More controls
- DirectScrolledFrame control / More controls
- DirectScrolledList control / More controls
- DirectSlider control / More controls
- DiscVolumeEmitter / Particle Emitters
- dispatchMessages() / How it works...
- display regions
- about / How it works...
- DocumentSpec object / How it works...
- doMethodLater() / How it works..., How it works...
- downloadToFile() / How it works...
E
- .egg file
- about / How it works...
- .egg model
- easy_install Twisted command / Getting ready
- egg2bam
- about / How it works...
- egg2bam tool
- about / How it works...
- EggData class
- about / How it works...
- ElementTree object / How it works...
- enter() method / How it works...
- environment model / How it works...
- events
- handling / Handling events more elegantly, How it works...
- event_name attribute / How it works...
- excludeModule() function / Working with modules
- exit() method / How it works...
- EXPCL_PANDABOUNCE / How it works...
- EXPTP_PANDABOUNCE / How it works...
- extraArgs parameter / How it works...
F
- falloff value / How it works...
- fetchall() method / How it works...
- file
- downloading, from server / Downloading a file from a server, How it works...
- fixed bin
- about / How it works...
- flashlight effect
- creating / Creating a flashlight effect, How to do it..., How it works...
- flattenLight() method / How it works...
- flattenMedium() method / How it works...
- flattenStrong() method / How it works...
- FollowCam class / Getting ready
- FollowCam instance / How it works...
- ForceNode / How it works...
- frameColor parameter / More parameters
- frameSize parameter / More parameters
- framework.get_models() method / How it works...
- frowney model
- adding / How to do it...
- fshader
- about / How it works...
- fshader() function / How it works..., How it works...
- FSM (finite state machine) class / How it works...
G
- game
- embedding, into website / Embedding a game into a website, Getting ready, How to do it...
- GameObject class / How it works...
- game scenes
- light, adding to / How to do it..., How it works...
- game state
- controlling / Controlling game state, How to do it..., How it works...
- game structure
- setting up / Setting up the game structure, How to do it...
- working / How it works...
- gamma variable / How it works...
- gbufMan / How it works...
- generateEgg() method
- about / How it works...
- Geom.UHStatic flag / How it works...
- Geometrical mipmapping / Block size
- geometry
- generating, at runtime / Generating geometry at runtime, How to do it..., How it works...
- GeoMipTerrain class / Loading terrain, How it works...
- GeoMipTerrain object / How it works...
- GeomLines / Primitive types
- GeomLinestrips / Primitive types
- GeomNode / How it works..., Particle Renderers
- geom parameter / More parameters
- GeomParticleRenderer / Particle Renderers
- GeomPoints / Primitive types
- GeomTriangles / Primitive types
- GeomTrifans / Primitive types
- GeomTristrips / Primitive types
- GeomVertexArrayFormat class
- about / Custom vertex formats
- GeomVertexData object / How it works...
- GeomVertexFormat.getV3t2() format / Built in vertex formats
- GeomVertexFormat class
- about / Custom vertex formats
- GeomVertexWriter object / How it works...
- getDefault() method / How it works...
- getElevation() / How it works...
- getParams() helper function / How to do it...
- getRejectedProperties() / How it works...
- getTexture() method / How it works...
- getV3() format / Built in vertex formats
- getV3c4() format / Built in vertex formats
- getV3c4t2() format / Built in vertex formats
- getV3n3() format / Built in vertex formats
- getV3n3c4() format / Built in vertex formats
- getV3n3c4t2() format / Built in vertex formats
- getV3n3t2() format / Built in vertex formats
- getV3t2() method / How it works...
- gui.xml file / How to do it...
- GuiBuilder library / How it works..., There's more...
- GuiFromXml() function / How it works...
- GuiHandler class / How it works...
H
- @handle_event() decorator / How it works...
- height map / Getting ready
- high scores
- sending, to server / Sending high scores to a server, Getting ready, How to do it..., How it works...
- HTTPChannel object / How it works...
- HTTPClient / Downloading a file from a server
- http directory / How it works...
I
- #include / How it works...
- ignoreAll() / How it works...
- image parameter / More parameters
- images
- rendering, to 2D layer / Rendering images to the 2D layer, How to do it..., How it works...
- input data
- reading, from network / Reading input data from a network, How to do it..., How it works...
- InputHandler class / How it works...
- input handling, Panda3D
- about / Introduction
- keyboard and mouse input, handling / Handling keyboard and mouse input, How to do it..., How it works...
- abstraction layer, adding for for supporting multiple input methods / Implementing an abstraction layer for supporting multiple input methods, How to do it..., How it works...
- from, Xbox 360 controller / Handling input from an Xbox 360 controller, Getting ready, How to do it..., How it works...
- user input, simulating / Recording and simulating user input, How to do it..., How it works...
- user input, recording / Recording and simulating user input, How to do it..., How it works...
- audio data, reading from microphone / Reading audio data from a microphone, How to do it..., How it works...
- video data, reading from webcam / Reading video data from a webcam, How to do it..., How it works...
- input data, reading from network / Reading input data from a network, How to do it..., How it works...
- InputRecorder class / How it works...
- interactive user interface
K
- keyboard and mouse input
- KeyboardMouseHandler class / How it works...
L
- LensNode / How it works...
- LerpColorInterval / Lerp intervals
- LerpColorScaleInterval / Lerp intervals
- LerpHprInterval / Lerp intervals
- Lerp intervals
- about / Lerp intervals
- LerpPosHprScaleInterval / Lerp intervals
- LerpPosInterval / Lerp intervals
- LerpQuatInterval / Lerp intervals
- LerpScaleInterval / Lerp intervals
- lightCam / How it works...
- lightQuad / How it works...
- LightRampAttrib.makeDefault()
- about / How it works...
- light ramps
- lights affect models, modifying / Using light ramps, How to do it..., How it works...
- actors, modifying / Using light ramps, How to do it..., How it works...
- lights
- about / Adding lights and shadows
- adding, to game scenes / How to do it..., How it works...
- types / There's more...
- lights, types
- about / There's more...
- ambient light / There's more...
- directional lights / There's more...
- point light / There's more...
- spotlights / There's more...
- LineParticleRenderer / Particle Renderers
- load() method / How it works...
- loadFont() function / How it works...
- loadPrcFileData() function / How it works...
- about / How it works...
- loadSfx() method / How it works...
- loadShader() method
- about / How it works...
- loadTexture() method / How it works...
- load_model() method / How it works...
- LOD (level of detail) mapping / How it works...
- loop.wav / Getting ready
M
- -m pdb parameters / How it works...
- mainModule() function / How it works...
- makeChannel() method / How it works...
- makeCubeMap() method / How it works...
- makeDoubleThreshold() method
- about / How it works...
- makeHdr0() method / How it works...
- makeHdr1() method / How it works...
- makeHdr2() method / How it works...
- makepanda tool / How to do it...
- makeRegion() method
- about / How it works...
- makeSingleThreshold() method
- about / How it works...
- MeshDrawer class / There's more
- messenger.send() method / How it works...
- mipmapping
- about / How it works...
- model's render attributes
- changing / Changing a model's render attributes, How to do it...
- model.egg
- about / How it works...
- model.egg.pz
- about / How it works...
- model files
- generating / Generating model files programmatically, How to do it..., How it works...
- converting, egg2bam used / Compressing and converting model files using pzip and egg2bam, How it works...
- compressing, pzip used / Compressing and converting model files using pzip and egg2bam, How it works...
- modelLoaded() method / How it works...
- models
- exporting, from Blender / Exporting models from Blender, How to do it..., How it works...
- previewing, Pview tool used / Using the "Pview" tool to preview models, How to do it..., How it works...
- models and actors
- loading / Introduction, How it works...
- models render attributes
- working / How it works...
- module() function / Working with modules
- modules
- decoupling, events used / Decoupling modules using events, How to do it...
- working with / Working with modules
- patches, creating / Creating patches
- MopathInterval / How it works...
- Mopath object / How it works...
- mount() / How it works...
- MovieAudioCursor / How it works...
- movie file
- playing / Playing a movie file, Getting ready, How it works...
- multifiles
- assets, packing / Packing assets into multifiles, How to do it...
- subfile, updating / Updating a subfile
- subfile, extracting / Extracting a subfile
- subfile, encrypting / Encrypting subfiles
- creating, on command line / Creating multifiles on the command line
- multiple displays
N
- <name> tag / How it works...
- named parameters
- blend / How it works...
- mintrigger / How it works...
- maxtrigger / How it works...
- desat / How it works...
- intensity / How it works...
- size / How it works...
- NetBeans
- downloading / Getting ready
- configuring / Getting ready, How to do it...
- NetCommon class / How it works...
- network connection
- establishing / Establishing a network connection, How to do it..., How it works...
- NetworkHandler class / How it works...
- networking, Panda3D
- file, downloading from server / Downloading a file from a server, How it works...
- assets hosted on server, using / Using assets hosted on a server, Getting ready
- high scores, sending to server / Sending high scores to a server, Getting ready, How to do it..., How it works...
- network connection, establishing / Establishing a network connection, How to do it..., How it works...
- custom datagrams, receiving / Sending and receiving custom datagrams, How to do it..., How it works...
- custom datagrams, sending / Sending and receiving custom datagrams, How to do it..., How it works...
- object state, synchronizing between server and client / Synchronizing object state between server and client, How to do it..., How it works...
- next command / How it works...
- NodePath / How it works...
- NodePath class / How it works...
- NumPy library / How it works...
O
- object
- ribbon trails effect, implementing on / Adding ribbon trails to an object, How to do it..., How it works...
- objects
- moving, based on time / Moving objects based on time, How it works...
- programming, to follow predefined path / Making objects follow a predefined path, How to do it..., How it works...
- object state
- synchronizing, between server and client / Synchronizing object state between server and client, How to do it..., How it works...
- OdeBody / How it works...
- ODE physics engine
- using / Using the ODE physics engine, Getting ready, How to do it...
- about / Using the ODE physics engine
- working / How it works...
- OdeSimpleSpace / How it works...
- OdeSphereGeom / How it works...
- OdeWorld / How it works...
- onCollision() method / How it works...
- OnscreenImage / How it works...
- OnscreenImage() method / How it works...
- OnscreenText() method / How it works...
- OpenGL
- about / Adding a custom shader generator
- openTCPServerRendezvous() / How it works...
- overlay_mul() macro / How it works...
P
- p3d packages / How it works...
- P3D_RunContent() function / How it works...
- packaging process
- controlling / Advanced package creation and hosting, Getting ready
- working / How it works...
- Panda3D
- about / Introduction
- NetBeans, downloading / Downloading and configuring NetBeans to work with Panda3D, Getting ready
- NetBeans, configuring / Getting ready, How to do it...
- Visual Studio 2008, configuring / Configuring Visual Studio 2008 to work with Panda3D, How to do it..., How it works...
- runtime, configuring / Understanding Panda3D's runtime configuration options, How it works..., There's more...
- game structure, setting up / Setting up the game structure, How to do it...
- building, from source code / Building Panda3D from source code, Getting ready, How it works...
- scenes, building / Introduction
- models and actors, loading / Introduction, How it works...
- terrain, loading / Loading terrain, Getting ready
- scene, creating C++ used / Creating a scene using C++, How to do it..., How it works...
- additional camera, adding / Adding an additional camera, How it works...
- scene, modifying / Inspecting and modifying the scene, How to do it...
- scene, inspecting / Inspecting and modifying the scene, How to do it...
- scene graph, modifying / Modifying the scene graph, Getting ready, How it works...
- objects, moving based on time / Moving objects based on time, How it works...
- actions, controlling using intervals / Controlling actions using intervals, How to do it..., How it works...
- animations, programming to fit to intervals / Making animations fit to intervals, There's more...
- objects, programming to follow predefined path / Making objects follow a predefined path, How to do it..., How it works...
- camera system, programming to follow predefined path / Making the camera smoothly follow an object, How to do it..., How it works...
- geometry, generating at runtime / Generating geometry at runtime, How to do it..., How it works...
- built in vertex formats / Built in vertex formats
- custom vertex formats / Custom vertex formats
- primitive types / Primitive types
- data, loading asynchronously / Loading data asynchronously, Getting ready, How it works...
- scene sorting features / There's more...
- lights, adding to game scenes / How to do it..., How it works...
- light ramps, using / Using light ramps, How to do it..., How it works...
- particle effects, creating / Creating particle effects, How to do it..., How it works...
- textures, animating / Animating textures, How to do it..., How it works...
- flashlight effect, creating / Creating a flashlight effect, How to do it..., How it works...
- cube mapping, enabling / Making objects reflect the scene, How to do it..., How it works...
- custom shader generator, adding to / Adding a custom shader generator, How to do it..., How it works..., There's more...
- custom Cg shader, applying / How to do it..., How it works...
- post-processing effects, adding to scene / Adding built-in post-processing effects, How to do it..., How it works...
- custom effects, building / Building custom effects, How to do it...
- vignette effect, adding / Adding a scanline and vignette effect, How to do it..., How it works...
- scanline effect, adding / Adding a scanline and vignette effect, How to do it..., How it works...
- color grading effect, adding / Adding a color grading effect, How to do it..., How it works...
- depth of field effect, adding / Adding a depth of field effect, How to do it...
- deferred rendering pipeline, building / Building a deferred rendering pipeline, Getting ready, How to do it...
- text, rendering to screen / Rendering text to the screen, How to do it..., How it works...
- images, rendering to 2D layer / Rendering images to the 2D layer, How to do it..., How it works...
- movie file, playing / Playing a movie file, Getting ready, How it works...
- interactive user interface, creating / Creating an interactive user interface, How to do it..., How it works...
- user interface data-driven, XML used / Making the user interface data-driven using XML, How to do it..., How it works...
- window and fullscreen modes, toggling / Toggling window and fullscreen modes, How to do it..., How it works...
- game state, controlling / Controlling game state, How to do it..., How it works...
- modules, decoupling using events / Decoupling modules using events, How to do it...
- events, handling / Handling events more elegantly, How it works...
- recurring tasks, managing / Managing recurring tasks, How to do it..., How it works...
- collision detection system / Using the built-in collision detection system
- built-in physics system / Using the built-in physics system
- ODE physics engine / Using the ODE physics engine
- PhysX / Using the PhysX physics engine
- Bullet physics engine, integrating / Getting ready
- networking / Introduction
- Python code, debugging / Debugging Python code
- input handling / Introduction
- assets, packing into multifiles / Packing assets into multifiles, How to do it..., How it works...
- redistributable game package , creating / Creating a redistributable game package, Getting ready, How it works...
- game, embedding into website / Embedding a game into a website, Getting ready, How to do it..., How it works...
- Blender export plugin, setting up / Setting up the Blender export plugin, Getting ready, How to do it...
- models, exporting from Blender / Exporting models from Blender, How to do it..., How it works...
- model files, generating / Generating model files programmatically, How to do it..., How it works...
- models, previewing using Pview tool / Using the "Pview" tool to preview models, How to do it..., How it works...
- Pview tool, using / Using the "Pview" tool to preview models, How to do it..., How it works...
- model files, converting / Compressing and converting model files using pzip and egg2bam, How it works...
- model files, compressing / Compressing and converting model files using pzip and egg2bam, How it works...
- Panda3D configuration file
- about / How it works...
- configuration variables / How it works..., There's more...
- specific configuration file, loading / Loading a specific configuration file
- configuration data, embedding in Python code / Embedding configuration data in Python code
- Panda3D interval system
- about / There's more...
- Lerp intervals / Lerp intervals
- Lerp function interval / Lerp function interval
- interpolation easing / Interpolation easing
- Sequence class / Sequences and Parallels
- Parallel class / Sequences and Parallels
- Wait interval / Wait interval
- Panda3D web plugin
- PandaFramework class / How it works...
- pandagame.py / How to do it...
- pandaLeft flag / How it works...
- pandaReverse flag / How it works...
- PandaRight flag / How it works...
- pandaWalk flag / How it works...
- Parallel class / Sequences and Parallels
- particle effects
- creating / Creating particle effects, How to do it..., How it works...
- particle emitters, Panda3D
- about / Particle Emitters
- SphereVolumeEmitter / Particle Emitters
- BoxVolumeEmitter / Particle Emitters
- DiscVolumeEmitter / Particle Emitters
- PointEmitter / Particle Emitters
- RectangleEmitter / Particle Emitters
- SphereSurfaceEmitter / Particle Emitters
- RingEmitter / Particle Emitters
- TangentRingEmitter / Particle Emitters
- particle factory types, Panda3D
- PointParticleFactory / Particle Factories
- ZSpinParticleFactory / Particle Factories
- particle renderers, Panda3D
- about / Particle Renderers
- GeomParticleRenderer / Particle Renderers
- PointParticleRenderer / Particle Renderers
- LineParticleRenderer / Particle Renderers
- SparkleParticleRenderer / Particle Renderers
- SpriteParticleRenderer / Particle Renderers
- patches
- creating / Creating patches
- pdb debugger
- about / Debugging Python code, Getting ready
- working / How it works...
- performance
- improving, by flattening screen / Improving performance by flattening scenes, How to do it..., How it works...
- performance bottlenecks
- finding, PStats tools used / Using the PStats tool for finding performance bottlenecks, How to do it..., How it works...
- performance critical code
- implementing, in C++ / Implementing performance critical code in C++, How to do it..., How it works...
- PerspectiveLens / How it works...
- PhysicsCollisionHandler / Collision Handlers
- PhysX
- using / Using the PhysX physics engine, How to do it...
- about / Using the PhysX physics engine
- working / How it works...
- PointEmitter / Particle Emitters
- point light
- about / There's more...
- PointParticleFactory / Particle Factories
- PointParticleRenderer / Particle Renderers
- pos parameter / How it works...
- post-processing effects
- adding, to scene / Adding built-in post-processing effects, How to do it..., How it works...
- ppackage / Creating patches
- ppatcher tool / Creating patches
- ppython --version command / Making the user interface data-driven using XML
- process() method / How it works..., How it works...
- projectTexture() method / How it works...
- Property Sheets
- about / How it works...
- Protocol class / How it works...
- PStatClient.connect() / How it works...
- PStats tool
- used, for finding performance bottlenecks / Using the PStats tool for finding performance bottlenecks, How to do it..., How it works...
- about / How it works...
- pudb / Debugging Python code
- Pview tool
- pydbgr / Debugging Python code
- pygame.event.pump() / How it works...
- pygame library / How it works...
- Python code
- debugging / Debugging Python code, Getting ready, How to do it..., How it works...
- Python frameworks
- Tornado / Sending high scores to a server
- Diesel / Sending high scores to a server
- PYTHONPATH environment variable / How it works...
- pzip tool
- about / How it works...
Q
- QueuedConnectionReader class / How it works...
R
- readSamples() method / How it works...
- RectangleEmitter / Particle Emitters
- recurring tasks
- managing / Managing recurring tasks, How to do it..., How it works...
- redistributable game package
- removeSmileys() method / How it works..., Getting ready
- render.setShaderAuto()
- about / How it works...
- rendering order
- controlling / Controlling the rendering order, How to do it..., How it works...
- render object / How it works...
- renderQuadInto() method / How it works...
- renderSceneInto() method / How it works...
- render_GET() method / How it works...
- render_POST() method / How it works...
- repack() / How it works...
- reparentTo() method / How it works...
- request() method / How it works...
- requestProperties() / How it works...
- resetMouse() method / How to do it...
- return command / How it works...
- Ribbon class / There's more
- RibbonNode objects / There's more
- ribbon trails effect
- implementing, on object / Adding ribbon trails to an object, How to do it..., How it works...
- RigidBodyCombiner class / How it works...
- RingEmitter / Particle Emitters
- run() method / How it works...
S
- scale parameter / How it works...
- scanline effect
- adding, to scene / Adding a scanline and vignette effect, How to do it..., How it works...
- working / How it works...
- scene
- creating, C++ used / Creating a scene using C++, How to do it..., How it works...
- inspecting / Inspecting and modifying the scene, How to do it...
- modifying / Inspecting and modifying the scene, How to do it...
- scene graph
- modifying / Modifying the scene graph, Getting ready, How it works...
- position / Position
- rotation / Rotation
- scale / Scale
- scene sorting features
- about / There's more...
- cull bin types / Cull bin types
- default cull bins / Default cull bins
- cull bin, adding at runtime / Adding a cull bin at runtime
- cull bin, adding using config file / Adding a cull bin using the configuration file
- screen
- text, rendering to / Rendering text to the screen, How to do it..., How it works...
- send() method / How it works...
- Sequence class / Sequences and Parallels
- setAmbientOcclusion() method / There's more...
- setAntialias() method / How it works...
- setBin() method
- about / How it works..., Cull bin types
- setBirthRate() method / How it works...
- setBlockSize() method / Block size
- setBlurSharpen() method / How it works...
- setCartoonInk() method / How it works...
- setColor() method / How it works...
- setColorScale() method / How it works...
- setDimensions() method
- about / How it works...
- setFar() method / Near and far thresholds
- setLight() method
- about / How it works...
- setListenerVelocity() method / Creating a scene using C++
- setLitterSize() method / How it works...
- setLitterSpread() method / How it works...
- setName() method / How it works...
- setNear() method / Near and far thresholds
- setNearFar() method / How it works...
- setOrigin() method / How it works...
- setShader() method / How it works...
- setShaderAuto() method
- about / Adding a custom shader generator
- setShadowCaster() method
- about / How it works...
- setSoundVelocity() method / There's more...
- setSurfaceEntry() / How it works...
- setSz() method / How it works...
- setTexOffset() method / How it works...
- setTexRotate() method / How it works...
- setTexScale() method / How it works..., How it works...
- setTransparency() method / How it works...
- setupCD() method / How it works...
- setupLight() method / How to do it...
- setupPhysics() / How it works...
- setupPhysX() method / How it works...
- setupPostFx() method / How it works...
- setupScene() method / How it works..., How it works...
- setuptools / Getting ready
- setVolumetricLighting() method / There's more...
- shader generator
- about / Adding a custom shader generator
- shaders
- about / Applying a custom Cg shader
- shadows
- about / Adding lights and shadows, How it works...
- casting / How to do it..., How it works...
- showSmiley() method / How it works...
- slip parameter / How it works...
- smileyCount variable / How to do it...
- SmileyMotionState / How it works...
- SmileyTask / How it works...
- soft real time multi-agent simulations / Using the PStats tool for finding performance bottlenecks
- SparkleParticleRenderer / Particle Renderers
- SphereSurfaceEmitter / Particle Emitters
- SphereVolumeEmitter / Particle Emitters
- splitscreen mode
- creating / Creating a splitscreen mode, How to do it..., How it works...
- spotlights
- about / There's more...
- SpriteParticleRenderer / Particle Renderers
- start() method / How it works...
- suppressKeys parameter / More parameters
- suppressMouse parameter / More parameters
- syncSmiley() function / How it works...
- synthesize_shader() method
- about / How it works...
T
- TangentRingEmitter / Particle Emitters
- taskMgr object
- recurring tasks, managing / How it works...
- Terragen / Getting ready
- terrain
- loading / Loading terrain, Getting ready
- block size / Block size
- tex2D() function
- about / How it works...
- texpad_color / How it works...
- text
- rendering, to screen / Rendering text to the screen, How to do it..., How it works...
- textmode debugger / How it works...
- text parameter / How it works...
- texture
- alpha mask, adding / Adding an alpha mask to a texture, How to do it...
- textures / Getting ready
- animating / Animating textures, How to do it..., How it works...
- textures directory / How to do it..., Getting ready
- toggleFullscreen() method / How it works...
- Tornado
- Twisted framework
U
- unevenSegment() method / How it works...
- updateCamera() method / How it works...
- updateInput() / How it works...
- updateOde() method / How it works...
- updatePanda() method / How it works...
- updateReader() task / How it works...
- updateSmiley() / How it works...
- updateSmileys() method / Getting ready, How to do it...
- user input
- simulating / Recording and simulating user input, How to do it..., How it works...
- recording / Recording and simulating user input, How to do it..., How it works...
V
- value parameter / How it works...
- variable parameter / How it works...
- vertex pool
- about / How it works...
- video data
- reading, from webcam / Reading video data from a webcam, How to do it..., How it works...
- videos directory / Getting ready
- vignette effect
- adding, to scene / Adding a scanline and vignette effect, How to do it..., How it works...
- working / How it works...
- VirtualFileSystem object / How it works...
- Visual C++ 2008
- downloading / Getting ready
- Visual Studio 2008
- vshader
- about / How it works...
W
- Wait class / Wait interval
- Wait interval / Wait interval
- walk animation / How it works...
- window and fullscreen modes
- Winpdb / Debugging Python code
- wordwrap parameter / How it works...
X
- Xbox 360 controller
- about / Handling input from an Xbox 360 controller
- input, handling from / Handling input from an Xbox 360 controller, Getting ready, How to do it..., How it works...
- XboxControllerHandler class / How to do it...
- XboxControllerState / How to do it...
Z
- ZSpinParticleFactory / Particle Factories