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drwr


Posts: 8006
Location: Glendale, CA

PostPosted: Thu Aug 13, 2009 2:33 pm    Post subject: Reply with quote
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
SheepWillPrevail


Posts: 6
Location: The Netherlands

PostPosted: Thu Aug 13, 2009 3:47 pm    Post subject: Reply with quote
Thank you, David!
rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Fri Aug 21, 2009 8:20 am    Post subject: Reply with quote
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.
axiom


Posts: 2
Location: Canada

PostPosted: Wed Aug 26, 2009 11:58 am    Post subject: VRPN for intersense on Mac OS X Reply with quote
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!
rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Wed Aug 26, 2009 1:11 pm    Post subject: Reply with quote
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.
axiom


Posts: 2
Location: Canada

PostPosted: Sat Aug 29, 2009 12:20 pm    Post subject: Intersense specific Reply with quote
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).
wezu


Posts: 107

PostPosted: Mon Sep 14, 2009 7:08 am    Post subject: Reply with quote
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.
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snaptothegrid


Posts: 133
Location: Tokyo Japan

PostPosted: Sat Oct 03, 2009 3:30 pm    Post subject: Reply with quote
i vote for integrated easy to use but highly customizable elements like water, shadows, lightmaps, mirrors, etc... each with a nice documentation : )
Nemesis#13


Posts: 485
Location: virtual world

PostPosted: Sat Oct 03, 2009 4:42 pm    Post subject: Reply with quote
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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snaptothegrid


Posts: 133
Location: Tokyo Japan

PostPosted: Sun Oct 04, 2009 10:02 am    Post subject: Reply with quote
yes, in some way that's one of the charmings of panda, you never know what undocumented thingy you gonna unbury tomorrow night.
Praios


Posts: 156
Location: Germany

PostPosted: Mon Oct 12, 2009 5:02 am    Post subject: Inertial Tensor Reply with quote
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
T Rex


Posts: 104

PostPosted: Mon Oct 12, 2009 10:50 pm    Post subject: Reply with quote
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.
blenderkid


Posts: 81
Location: Germany

PostPosted: Tue Nov 03, 2009 7:31 am    Post subject: Reply with quote
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
Nemesis#13


Posts: 485
Location: virtual world

PostPosted: Tue Nov 03, 2009 10:27 am    Post subject: Reply with quote
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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GrizzLyCRO


Posts: 84

PostPosted: Thu Nov 05, 2009 11:00 am    Post subject: Reply with quote
Run Panda3D program once, and after you edit game's files, engine should automatically update current game.
This would be very useful when developing shaders or doing simpler modifications of game code.

* special executable ("dynppython.exe") ?

https://blueprints.launchpad.net/panda3d/+spec/interactive-panda
http://www.panda3d.org/phpbb2/viewtopic.php?t=2417
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Maxtremus


Posts: 5
Location: Recife, Brazil

PostPosted: Tue Nov 10, 2009 7:05 pm    Post subject: Reply with quote
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...
drwr


Posts: 8006
Location: Glendale, CA

PostPosted: Wed Nov 11, 2009 1:54 am    Post subject: Reply with quote
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.

David
rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Wed Nov 11, 2009 2:27 am    Post subject: Reply with quote
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.
drwr


Posts: 8006
Location: Glendale, CA

PostPosted: Wed Nov 11, 2009 12:21 pm    Post subject: Reply with quote
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
Maxtremus


Posts: 5
Location: Recife, Brazil

PostPosted: Thu Nov 12, 2009 1:27 am    Post subject: Reply with quote
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...
drwr


Posts: 8006
Location: Glendale, CA

PostPosted: Thu Nov 12, 2009 8:14 am    Post subject: Reply with quote
Quote:
Panda would be perfect if it had an editor like that...

In the works.

David
Maxtremus


Posts: 5
Location: Recife, Brazil

PostPosted: Thu Nov 12, 2009 11:29 am    Post subject: Reply with quote
Oh sorry, now I saw the topic!
Praios


Posts: 156
Location: Germany

PostPosted: Mon Dec 07, 2009 2:24 am    Post subject: another silly request Reply with quote
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...
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Nemesis#13


Posts: 485
Location: virtual world

PostPosted: Fri Dec 18, 2009 4:35 pm    Post subject: Reply with quote
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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rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Sat Dec 19, 2009 2:27 am    Post subject: Reply with quote
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=rss2

Nemesis#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/More_Panda_Resources
Nemesis#13


Posts: 485
Location: virtual world

PostPosted: Sun Dec 20, 2009 8:13 am    Post subject: Reply with quote
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

rdb wrote:

Nemesis#13 wrote:
- RSS Feed

Already exists: http://blog.panda3d.org/?feed=rss2

thanks!
how about adding this to the blog's head?:
Code:

<link rel="alternate" type="application/rss+xml" title="Panda3D Developer Blog" href="http://blog.panda3d.org/?feed=rss2" />


rdb wrote:

Nemesis#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/More_Panda_Resources

thanks. totally forgot about that
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leetshit


Posts: 6

PostPosted: Wed Jan 13, 2010 5:29 pm    Post subject: Reply with quote
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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rdb
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Posts: 5836
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PostPosted: Thu Jan 14, 2010 3:14 am    Post subject: Reply with quote
Gogg and I recently checked in support for that. Will be in the upcoming 1.7.0 release.
Hypnos


Posts: 546
Location: Zürich, Switzerland

PostPosted: Thu Jan 14, 2010 7:05 am    Post subject: Reply with quote
it's a bit late, but to log into a file instead of the command line you can use:

Code:
sys.stdout = sys.stderr = open("logfile.txt", "a")

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GrizzLyCRO


Posts: 84

PostPosted: Tue Jan 26, 2010 7:00 am    Post subject: Reply with quote
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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