I evaluated Panda for our game 3 months ago. I found it to be a breath of fresh air in terms of instant installation, no fuss compilation, and being able to produce high quality appearing scenes. I also found that these forums were shockingly helpful. All these pluses weren’t enough at the time to stop us from opting to make the mistake of the converting over to Ogre. I’ve now wasted three months more after a year building under Irrlicht.
The deciding factor was that I was unable to produce quality shadows with Panda3D. Even the samples were inadequate, and as I demoed our models, it was clear they were not acceptable (at least on the mac, I didn’t try on windows). I also had some concern because of the python centric documentation since we are working with C++ exclusively. But the shadows sent me off on a wild goose chase to try and use Ogre. I think we are about to give up on that or would like to. I’d like to reconsider Panda3D as it had already easily won before aside from shadows, and after working with Ogre, it’s even more the winner for what middleware should be, a black box that your programming uses.
We have at least another year of work to make our game beta quality. Will panda3D have a shadow capability of the quality of Ogre and Irrlicht in the near future? With Irrlicht the quality shadows came at a price of horrible performance (which is what stopped us there), with Ogre, it’s great shadows and nothing else without a tremendous amount of pain using undocumented and outdated information which doesn’t ever seem to get corrected nor is adequately explained in their forums.
What is on the horizon for panda3D in shadows? Will they be there in a year?