Mars Colony Sim, O'Neill Cylinder Physics Sim

After lurking for a fairly long time, I wanted to share some of my work done with Panda3D. Here’s a YouTube link: https://youtu.be/nyc-Tc9Urug

The first example in this video is in Unreal 4, but the rest is all Panda.

In the Mars colony simulation, around 40 dynamic variables are real-time calculated and correspond to visible 3D objects in the scenegraph. The numbers are fairly physically accurate.

My latest project (not shown here) with Panda was to enable multi-threading with the threading2 interface using the deferred shading RenderPipeline. So far this has worked. I feel it is pretty crucial to support multi-threading, especially with a pipeline that could allow “true AAA quality games” to be built with Panda.

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This is cool! Glad you’re enjoying Panda3D!

I’m not sure why threading is entirely disabled by default in RenderPipeline—I can think of no good reason to do so. Perhaps it simply wasn’t needed and a tiny bit of overhead could be reduced this way. (“threading-model” should remain disabled, though, since the thread pipelining system doesn’t work well with RenderPipeline).

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