Home    Features    Download    Screenshots    Manual    Reference    Forums    License    Contact    Blog   
 
 
  Forums
    FAQ    Search    Memberlist    Profile    Log in to check your private messages    Register    Log in   
Feature Requests.
Goto page Previous  1, 2, 3
 
Post new topic   Reply to topic    Panda3D Forum Forum Index -> Panda Features in Development
View previous topic :: View next topic  
Author Message
drwr



Joined: 13 Feb 2004
Posts: 5778
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
Back to top
View user's profile Send private message Send e-mail
SheepWillPrevail



Joined: 13 Aug 2009
Posts: 6
Location: The Netherlands

PostPosted: Thu Aug 13, 2009 3:47 pm    Post subject: Reply with quote

Thank you, David!
Back to top
View user's profile Send private message
rdb



Joined: 04 Dec 2006
Posts: 4557
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.
_________________
I was formerly known as pro-rsoft
Back to top
View user's profile Send private message Send e-mail
axiom



Joined: 26 Aug 2009
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!
Back to top
View user's profile Send private message
rdb



Joined: 04 Dec 2006
Posts: 4557
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.
_________________
I was formerly known as pro-rsoft
Back to top
View user's profile Send private message Send e-mail
axiom



Joined: 26 Aug 2009
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).
Back to top
View user's profile Send private message
wezu



Joined: 19 May 2009
Posts: 58

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.
_________________
I may be totally wrong, cause I'm a dancin' fool.
Back to top
View user's profile Send private message
snaptothegrid



Joined: 03 Jun 2008
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 : )
Back to top
View user's profile Send private message Send e-mail
Nemesis#13



Joined: 04 Aug 2008
Posts: 239
Location: here

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
_________________
base.accept("escape", messenger.send, ["escape"])
Back to top
View user's profile Send private message
snaptothegrid



Joined: 03 Jun 2008
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.
Back to top
View user's profile Send private message Send e-mail
Praios



Joined: 31 Aug 2007
Posts: 9
Location: Marburg, 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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
T Rex



Joined: 03 Jan 2007
Posts: 94

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.
Back to top
View user's profile Send private message
blenderkid



Joined: 20 Jun 2009
Posts: 27

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
Back to top
View user's profile Send private message
Nemesis#13



Joined: 04 Aug 2008
Posts: 239
Location: here

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
_________________
base.accept("escape", messenger.send, ["escape"])
Back to top
View user's profile Send private message
GrizzLyCRO



Joined: 16 Dec 2008
Posts: 31

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
_________________
Fell the life!
Back to top
View user's profile Send private message MSN Messenger
Maxtremus



Joined: 04 Nov 2009
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...
Back to top
View user's profile Send private message
drwr



Joined: 13 Feb 2004
Posts: 5778
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
Back to top
View user's profile Send private message Send e-mail
rdb



Joined: 04 Dec 2006
Posts: 4557
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.
_________________
I was formerly known as pro-rsoft
Back to top
View user's profile Send private message Send e-mail
drwr



Joined: 13 Feb 2004
Posts: 5778
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
Back to top
View user's profile Send private message Send e-mail
Maxtremus



Joined: 04 Nov 2009
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...
Back to top
View user's profile Send private message
drwr



Joined: 13 Feb 2004
Posts: 5778
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
Back to top
View user's profile Send private message Send e-mail
Maxtremus



Joined: 04 Nov 2009
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!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Panda3D Forum Forum Index -> Panda Features in Development All times are GMT - 5 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group
screenshot
Psychedelic Flythrough of the Mind of a Computer
screenshot
Kotodama: an RPG in which Japanese words have power
screenshot
Blackout: a game using high-end lighting for ambiance.