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Return to Panda Features in Development
by drwr » Thu Aug 13, 2009 2:33 pm
The source directory panda/src/skel is designed to illustrate how to integrate a new standalone C++ module with Panda. This can be a completely standalone class, or in your case a layer around the amBX SDK, as needed.
I'm pretty sure makepanda supports a Cygwin-free build out of the box. It's only the more powerful ppremake system that prefers to use Cygwin. (We did once have a Cygwin-free set of build scripts for ppremake, but it fell into disuse and may be full of cruft now. You can try it anyway, though--it might still work fine, who knows? You just need to build yourself a Cygwin-free ppremake using the provided MSVC project file.)
David
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by rdb » Fri Aug 21, 2009 8:20 am
I doubt makepanda even works when you use cygwin. Not sure why you ran into problems with compiling 'direct', but you probably didn't use makepanda.
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by axiom » Wed Aug 26, 2009 11:58 am
Hope this falls into the right category, I have the new (unsupported) beta for the Intersense UB dylib on Mac OS X but VRPN doesn't compile properly using the new dylib. Mentioned this on the VRPN listserv too but thought there might be developers on this forum interesting in getting the IS 900 working with VRPN on Panda3D on OS X. If you are interested contact me at ar_lab :at: me :dot: com
Thanks!
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by rdb » Wed Aug 26, 2009 1:11 pm
I have never tested the VRPN support on Mac OSX and it really doesn't surprise me that it's somehow broken. It's probably just a matter of rebuilding Panda against a right vrpn version, though.
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by axiom » Sat Aug 29, 2009 12:20 pm
Can't comment on whether VRPN works with Panda, the only device I could test it on is intersense and I know for a fact that VRPN won't compile Mac UB using the intersense libs. Don't have the time or desire to attempt it on PC.
Anyways, I'm sure there is someone else out there better suited to try this than myself, but it's just a matter of finding someone else using the same setup (Mac, VRPN, Intersense 900).
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by wezu » Mon Sep 14, 2009 7:08 am
I'd like to make a request to add fog and water to the automatic shader generator.
I've seen examples of both in "Demomaster" so I imagine is can't be that difficult. But if I can do anything to avoid having to learn all that CG voodoo black magic then it would be great.
Oh! and spheremaps too for some quick'n'dirty shine, but I can live without that.
I may be totally wrong, cause I'm a dancin' fool.
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by snaptothegrid » Sat Oct 03, 2009 3:30 pm
i vote for integrated easy to use but highly customizable elements like water, shadows, lightmaps, mirrors, etc... each with a nice documentation : )
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by Nemesis#13 » Sat Oct 03, 2009 4:42 pm
snaptothegrid wrote:i vote for integrated easy to use but highly customizable elements like water, shadows, lightmaps, mirrors, etc... each with a nice documentation : )
it's all there, except the last - documentation. panda's code contains so much code which needs rewrite, reorganization or only a good documentation
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by snaptothegrid » Sun Oct 04, 2009 10:02 am
yes, in some way that's one of the charmings of panda, you never know what undocumented thingy you gonna unbury tomorrow night.
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by Praios » Mon Oct 12, 2009 5:02 am
Having something like setInertialTensor would be cool for PhysicsObject since there is getInertialTensor, too.
Or is it just another undocumented function?
This is propably the wrong thread for this...
Last edited by Praios on Wed Oct 14, 2009 4:30 am, edited 1 time in total.
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by T Rex » Mon Oct 12, 2009 10:50 pm
Just throwing an idea out there, I have a request for another egg-modifying program to add to Panda's toolset.
It would take two or more .egg files that are identical in everything except vertex positions, and builds a new .egg file with vertex animation, using the original models as the morph targets.
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by blenderkid » Tue Nov 03, 2009 7:31 am
Hi,
I would like to have multiple Normalmap support for one model. It would be very good, if I could assign several Normalmaps in blender as UVs and export them with chicken.
I would like to help with this, but I would need a big introduction to everything in panda.
blenderkid
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by Nemesis#13 » Tue Nov 03, 2009 10:27 am
blenderkid wrote:Hi,
I would like to have multiple Normalmap support for one model. It would be very good, if I could assign several Normalmaps in blender as UVs and export them with chicken.
I would like to help with this, but I would need a big introduction to everything in panda.
blenderkid
why not combining them in photoshop or gimp? just set the layer mode of the upper one to overlay and save the image. done
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by Maxtremus » Tue Nov 10, 2009 7:05 pm
Is there any chance to see a Panda3D version for mobiles like Android platform? It uses OpenGL ES to render, it may be portable, but with some limitations...
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by drwr » Wed Nov 11, 2009 1:54 am
Yes, we've already made a port to iPhone, which also uses OpenGL ES; and rdb has made a port to a Beagle Board, which uses OpenGL ES2. So an Android port is possible, but someone interested will have to do the work.
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by rdb » Wed Nov 11, 2009 2:27 am
Doesn't Android only support Java? I've heard there's an inofficial C toolchain, but not of a working and complete C++ compiler/stdlibc++ yet.
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by drwr » Wed Nov 11, 2009 12:21 pm
Oh, hmm. I guess making a C++ toolchain would introduce more platform dependencies than simply using Java. "Android" refers to a whole class of hardware, after all, unlike specific platforms like the iPhone.
David
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by Maxtremus » Thu Nov 12, 2009 1:27 am
rdb wrote:Doesn't Android only support Java? I've heard there's an inofficial C toolchain, but not of a working and complete C++ compiler/stdlibc++ yet.
Android uses only Java as it's native language, but only the language, not the JVM...
And other thing, I recently downloaded the Unreal Engine (now it's free to download!) and I'm starting to see how easy is to work with an editor, you place objects on "drag and drop", you click on them and give actions, physics, collisions, and other things to them, and it has the Kismet that organizes the actions and events in a visual interface. Panda would be perfect if it had an editor like that...
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by drwr » Thu Nov 12, 2009 8:14 am
Panda would be perfect if it had an editor like that...
In the works.
David
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by Maxtremus » Thu Nov 12, 2009 11:29 am
Oh sorry, now I saw the topic!
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by Praios » Mon Dec 07, 2009 2:24 am
there already is 'nurbs-support' which is obviously not in heavy use - maybe a node performing subdivision (or just applying a shader) on its children (e.g. Catmull-Clark) would have a similar smooth look with much better usability/less needed documentation...
What am I actually talking about? - I don't know...
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by Nemesis#13 » Fri Dec 18, 2009 4:35 pm
Makepanda:
-I wish makepanda could write its output to a log file.
I bet this is doable within Python way better than depending and using the Unix command 'tee'.
- It has a verbose mode, but no quiet mode.
Blog:
- RSS Feed
- More posts:
Maybe also some news from the forums and some for outsiders (public) like all the people working on projects where Panda is involved - I mean artists usually don't read forums of game engines, but they would read general, not-so-geeky news.
General 3d game design articles or links to some nice ones?
Mybe also game reviews with infos about the used techniques and how easy it is to get those in Panda (bloom filter, instancing).
Problem with that: it needs writers :-/
Link collection:
How about a collection of useful, category- and task-related links? I see a link to Nvidia's GPU Gems there or to Blendernation.
Problem: it also needs contributors and a moderator
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by rdb » Sat Dec 19, 2009 2:27 am
Nemesis#13 wrote:-I wish makepanda could write its output to a log file. I bet this is doable within Python way better than depending and using the Unix command 'tee'.
Hm. I think that logging is not really up to the build system. You can easily log it by using tee, as you said. On the other hand, maybe its useful to have a verbose log but quiet output. Nemesis#13 wrote:- It has a verbose mode, but no quiet mode.
What would be the point of making it quieter than it already is by default? Nemesis#13 wrote:- RSS Feed
Already exists: http://blog.panda3d.org/?feed=rss2Nemesis#13 wrote:How about a collection of useful, category- and task-related links? I see a link to Nvidia's GPU Gems there or to Blendernation.
Already exists:
http://www.panda3d.org/wiki/index.php/M ... _Resources
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by Nemesis#13 » Sun Dec 20, 2009 8:13 am
rdb wrote:Nemesis#13 wrote:-I wish makepanda could write its output to a log file. I bet this is doable within Python way better than depending and using the Unix command 'tee'.
Hm. I think that logging is not really up to the build system. You can easily log it by using tee, as you said. On the other hand, maybe its useful to have a verbose log but quiet output.
tee is only available on unix and unix-like OSes, isn't it? what about windows users? also tee filters all the colors. rdb wrote:Nemesis#13 wrote:- It has a verbose mode, but no quiet mode.
What would be the point of making it quieter than it already is by default?
sometimes it might be better to see less verbose output, but only warnings and errors. but yeah, this is indeed very optional thanks! how about adding this to the blog's head?: - Code: Select all
<link rel="alternate" type="application/rss+xml" title="Panda3D Developer Blog" href="http://blog.panda3d.org/?feed=rss2" />
thanks. totally forgot about that
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by leetshit » Wed Jan 13, 2010 5:29 pm
I don't know if anyone had mentioned it yet but the ability for out of the box full screen support via toggle ?
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by rdb » Thu Jan 14, 2010 3:14 am
Gogg and I recently checked in support for that. Will be in the upcoming 1.7.0 release.
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by Hypnos » Thu Jan 14, 2010 7:05 am
it's a bit late, but to log into a file instead of the command line you can use:
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sys.stdout = sys.stderr = open("logfile.txt", "a")
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by GrizzLyCRO » Tue Jan 26, 2010 7:00 am
Not really a feature, its a convention more.
When some feature is implemented fully, make example of it.
Or at least on release, there are tons of new things to do and i almost have no idea how to do them..
It would be even cooler to get it as "online" demo with browser plugin and source view.
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