import direct.directbase.DirectStart
def LoadModel(model):
m = loader.loadModel(model)
m.reparentTo(render)
return m
car = LoadModel("box")
car.setPos(1,1,0)
base.run()
Sorry, the working wrapper function looks like this.
def LoadModel(model):
m = loader.loadModel(model)
m.reparentTo(render)
return m
Because Ursina is incomplete and has a lot of missing functions like loading 3d models, physics, etc. Iāve scoured the internet for weeks and found no good 3d library for Python that meets my criteria.
Iāve just found what I was looking for. Itās Blitzmax-NG, it uses the simple Blitz Basic language, can export to Android, and it has 3D and Newton physics.
Argh, thatās a pity! I take it that youāve looked at the other Blitz-variants, as I gather that there are?
Otherwise, are you by any chance interested in developing a specific type of game? If so, then you may find a game-making toolkit dedicated to that type, and which isāperhapsāsimpler than a more-general engine.
I am looking for a light-weight 3d game engine that has vehicle physics and that can export to Android, with a simple programming language like Basic or Python, non-node based. There seems to be few good alternatives to Unity but Unity is heavyweight (large framework) and it does not compile an app that allows loading custom audio or models at runtime, I use Unity but this time I need something else for this specific task of mine.
As I said, perhaps youāll find something if you look for an engine or toolkit specifically geared to that sort of game. Or even perhaps look for a āgame-makerā or āgame-making toolkitā, rather than a āgame engineā.
I thought Game making software is the same as engine. Anyway, Iāll keep looking, and meanwhile I will study the Panda3d API and create a wrapper around all the useful functions in it.
Eh, I think that thatās one of those things thatās arguable. For myself, I see a distinctionāsomething like Adventure Game Studio seems different to me than something like Unity. However, the exact boundary appears quite fuzzy, and I could easily see people disagreeing that there is a distinction at all.
Either way, itās not a terribly important matter, save that it might affect what search terms you use.
By the way, have you looked through the following list? Perhaps thereās something useful to you there.
There seems to be no mention at all on how to compile a panda3d game on Windows, later on on Android ? There is only instructions on compiling the entire engine from source. I am confused
Ok, I found one in the docs but it mentions ādistributingā applications, yet I searched for ācompilingā. But no mention of distributing for Android.
This section, I believe, is the documentation that youāre looking for.
Or, if you want a quicker and more straightforward (if then less thorough) guide, you could take a look at this lesson, being the last one of my ābeginnerās tutorialā.
As to Android, I believe that support for it is still in the experimental stage, Iām afraid. :/