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

Summary


This chapter focused on user input.

Here are some of the things we covered:

  • We started by talking about events—what they are, and how to use them.

  • Then we talked about the keyboard and the events it triggers. We also went through how to create and use a key map to track the status of the keyboard and mouse buttons.

  • We set up some controls for our cycle that use input from the keyboard.

  • We used the mouse position in the Panda3D window and the mouse buttons to control the camera, after disabling the default mouse camera controls.

  • Lastly, we covered the methods we can use to stop listening for events.

Now that the game is starting to get large, it's time to break it apart into separate classes instead of putting everything in the World class. Fortunately, custom classes are what the next chapter is all about!