Remember, the “html” versions are generated by Jekyll. I don’t make them myself.
I found the site, I think–it’s here: https://arsthaumaturgis.github.io/Panda3DTutorial.io/
Now I just have to figure out how to get the actual Jekyll site into it…
sigh I’m trying to build the Jekyll page (instead of just serving it locally), hoping that doing so will help.
The instructions for using Jekyll with GitHub say to use the “github-pages” gem–but that produces a version conflict. Attempting to resolve that by setting the Jekyll version in my “Gemfile” (i.e. gem “jekyll”, “~> 1.1.2”) resulting in other version conflicts, which I resolved by commenting out the relevant gems (they didn’t seem important to this project). But even then, it insists that I build “yajl”, and that process fails. >_<
This is proving frustrating.
All right! I believe that I have the tutorial pages semi-functional!
You should be able to start here: https://arsthaumaturgis.github.io/Panda3DTutorial.io/
The formatting seems to be broken, but I imagine that this is just a matter of having some sort of formatting file in place. I can look into that tomorrow, perhaps.
In addition, the “home” and “about” links on the tutorial pages (but not the stand-in “homepage” linked-to above) seem to be broken for now.
On the plus side, the links between tutorial pages seem to work, so you should be able to go from one page to the next, or skip from one page to another. Similarly, code-formatting seems to be working in this version.
 Minor correction: The links at the tops of the tutorial pages don’t work at the moment, but the links from one page to the next (of the form “On to lesson [N]”) should work.
By the way, if I was ill-mannered in any of my posts above (I’m particularly concerned that I might have been with @serega-kkz), then I apologise. I’m somewhat tired today, and on top of that the process of getting this tutorial to work on GitHub has been a bit frustrating.
I have the front-page and style working, I do believe! You should now be able to go to https://arsthaumaturgis.github.io/Panda3DTutorial.io/ and see a halfway-decently laid-out page, with working links to the various lessons thus far uploaded!
I honestly did not even notice anything like this, so there is nothing to worry about.
By the way @Moguri , introduced a good tool for creating a site. I think can do something like a blog, the code is convenient to store. As an alternative to the section “Code Snippets”
Ah, I’m glad. Thank you for reassuring me, then!
Update: I have a first draft all nearly all of the remaining lessons written, I believe! If I’m not much mistaken, just the remainder of the penultimate and the final lesson itself remain to be written. (Although I’ll want to perform an editing pass before uploading them, as I did with the previous set.)
It looks like the final lesson-count will be sixteen–rather more than I originally planned!
I’ve given some thought to a “really basic” tutorial, as I fear that sixteen lessons might scare new users away. We’ll see, however.
I’m making my way through the tutorial now. Liking it so far
thanks for doing it.
The link to lesson 6 from lesson 5 goes to a 404 page, but you can get to it from the top links.
That’s great to read, and it’s my pleasure, respectively! It’s really good to read that someone is enjoying it, and hopefully finding it useful!
Ah, you’re quite right! I messed up the URL for that “next lesson” link. Hopefully I’ll upload a fixed version along with the next (and final, by the looks of it) batch of lessons!
Thank you very much for pointing out that issue–it’s appreciated.
It shows clearly Panda 3D is really missing a scene editor.
In Unity you don’t code to import and add models to a scene, define models animations, define inputs, add a light and set up color and intensity, or add collisions and physics.
All is done in few clicks.
BTW, that’s the best tutorial i seen about making a game in Panda 3D.
It’s very complete, lot of things are very well explained, and unlike other tutorials this one is a fully game featured one.
That’s such complete game and well explained tutorials Panda 3D always needed.
I do think that Panda3D could use a scene-editor, indeed. (And there have been a few projects to make one.)
That said, one could also argue that Panda3D has a different focus: it’s a programmer-oriented engine, rather than a designer-oriented one.
Thank you very much! That’s wonderful to read!
I hope that you enjoy the remaining lessons once I upload them!
Before this thread goes south again: let’s not bicker endlessly over people’s preferred workflows. Points about the value of a scene editor have already been made. Opinions clearly differ on how desirable an editor is, but many agree that a more visual-oriented workflow would be of value to a large part of the broader game development community. I’d rather not rehash that discussion ad nauseam, but rather keep this thread focused on the new samples. We can discuss efforts to create a scene editor for Panda elsewhere. Since this thread counts 114 posts already, I’m going to remove further posts that try to derail the topic.
@Thaumaturge: From a quick glance at the tutorial, it looks rather nice. Thanks for your work on this! This should be a great addition to the learning resources for Panda3D.
Fair enough! My apologies for my part, then! ^^;
Thank you, and it’s my pleasure! I hope that it does indeed prove useful.
A quick question, if I may: when describing Panda’s distributable-building tool, should I refer to it as “deploy-ng”? I don’t see much mention of that name in the manual’s entry for the tool, in a basic “setup.py” or “requirements.txt”, nor in the actual command used to build the distributable. I think that it appears in the version of the Panda files downloaded for a distributable, at least.
Erm, that’s a good question. I guess “deploy-ng” is mostly an in-development codename; perhaps we can just refer to it as Panda3D’s deployment system. Perhaps I’ll need to discuss this with @Moguri.
Fair enough! For now I’ll just refer to it simply, as “a tool that [insert description of what it does here]”, and then go into describing its use, I think.
I have specifically tried to avoid the use of “deploy-ng” when writing docs because, as @rdb mentioned, it was/is more of a project name than a tool/feature name. Unfortunately, “deploy-ng” is a lot more concise than anything else I have figured out the call the system. If you want to use Python terms, you could say that the feature is “building binary distributions using Setuptools.” You could also say something along the lines of “building binaries.” You could also mention the actual setuptools commands used:
Ah, fair enough.
Both “build_apps” and “bdist_apps” are getting a mention, but only as parts of the system. When referring to the whole, I’ve just been calling it “the build-system”.
Each time you must change something, let’s say adjust a light or model position and color, or place a new model somewhere, you need to change code and compile again.
Each tweak you compile and launch game to see if it’s good or not.
I really doubt someone prefer to code to do level design instead of using a scene editor to tweak things in few clicks without needing to compile and launch the game to see results.
This tutorials already shows the major flaws in Panda 3D when you look at all the code that should not be needed to simply place and tweak things for the scene, when it’s in some clicks in other 3D engines even very small ones.
I won’t continue arguing about that, but that’s the main reason Panda 3D stays and will remain a very niche thing, most beginners or new users prefer to jump on other 3D engines with a scene editor.
I don’t disagree with you. I’m just saying that this has been said many times already, so there’s not much sense in continuing to repeat it in a thread where this is off-topic. We do have plans to create such an editor, but it’s a monumental undertaking, and not having one doesn’t diminish the value of having good samples and tutorials for Panda in the meantime, which is what this thread should be about.