Help learning Panda

Will you buddies help me in learning Panda?

  • Yes,you are welcommed! :slight_smile:
  • No,I dont want to waste my time on noobs>:()

0 voters

Hello,I am a new user to this forum.
I have a beginners experience of C++ but no experience in Python,As of now I am a 3d Modeller and am trying hard to learn coding of python.
I looked at the manual and after 3 lessons,everything started getting over my head,not able to understand anything,of what are nodes etc.

Someone can please help me in learning these codes…

10 codes a day with easy beginners language…
It would be a great pleasure to you:cry:

Actually,my basic aim is to make a 3d wrestling game for which i need to understand the codes…
please buddies,help me :smiley:

welcome to panda3d

although noone will give private panda lessons here (at least i doubt it), you can ask any question you like, and you usualy get an helpful answer, or a link to a topic where the issue was already solved.

as for programming. having some c++ background is nice. so coding should not be all that new to you. before starting with panda i highly recommend you work through some online python tutorial to get used to the syntax the flow controll and standard types.

once you know the python basics i recommend to look at some samples. starting with the solar-system one. reading the manual once is a nice thing (just reading, not working through every single code-example). although you wont need all of it you might remember some useful things when you need them (so you can read that particular part again).
if you wonder about the node system it’s explained in the manual,too.
http://www.panda3d.org/manual/index.php/The_Scene_Graph

get the hang on python. then continue with panda :slight_smile: it’s not that hard, i did it myself (i started as 3d-artist too). took me about 2 weeks or so and i never programed before.

There are some good python tutorials - Byte of Python for example.

If you speak german:
->Byte of Python (deutsch)
->Openbook Python (deutsch)

thank you buddies…
i am now trying to get over coding…

should i try the coding directly on my game and then read the tutorials for injecting models or collisions etc.?

you can directly start coding, and keep the manual open in a browser-tab in case you need to read up on something.

I normally start by copying the tutorial-scene and then “modifying” it…

OK then i will start on it…

but a quick question:
for having no pixel shader,should i use vshader or any other advanced shader but not pixel shader…

by the way,how many shaders are used in the games?

what do you mean with “for having no pixel shader”?

depends on the game, and the guys who write them. some have no shaders at all, some have dozens.

i mean that if i want to make a game for a graphic card having no pixel shader,then which type of shader should i use in coding?

if the gpu has no shaders, you cant use shaders. you have to fall back on the old fixed-function pipeline.

About the “pixel shader” question:

A “shader” always has two parts, the vertext shader and the pixel shader (sometimes called fragment shader), so there is not this one or the other one, there are always both parts.

The shader is a customization of the pipeline which is processed inside a graphics card.

The first thing you can customize is the way the model vertices get projected into the screen plane. This is the vertex shader. The vertex shader program is called once for each vertex of the model. The vertex shader gets a point as input (among other inputs), and has to return a projected point. Now every triangle of the model is a projected triangle in the “screen plane”.

The second step is to fill up the screen triangles with pixels. To do this the graphics card calls the pixel shader program for each pixel inside the projected triangle. The pixel shader gets the coordinates of the pixel inside the triangle as input (among other inputs), and it has to return a color value for this pixel. This color valude is painted to the screen.

What I explaianed is not completely correct, but I think a suitable abstraction of what shaders do.

enn0x

Note that a shader doesn’t need to have both a vertex and fragment shader, strictly speaking. Just a fragment shader will do, or just a vertex shader, or even just a geometry shader.

alltogether will be of no use if the gpu doesnt support shaders. which means -> no shaders :wink:

A what?

http://en.wikipedia.org/wiki/Geometry_shader
long story short. it’s a shader which can create geometry. unlike the vertex-shader which is only able to manipulate existing geometry.

now again an error
i used this code from manual

CODE USED FROM MANUAL:

the code is same but instead of environment,i made my own model and exported it as ring.egg and have written ring in place of environment…

the error coming to me is this:

please help me if you could.
Thank You

The error message tells you exactly what’s going on. The path is case-sensitive, you need to load “models/Ring.egg” instead of “models/ring.egg”.

Look this is the code i am using:

but then also the same error is coming…

Your code is still loading “models/ring.egg” instead of “models/Ring.egg”.

David

thanks guys,I resolved from that problem and tested the Wrestling Ring 3d model…