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Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. Panda3D is Open Source and free for any purpose, including commercial ventures, thanks to its liberal license. Go ahead and grab it here. To learn more about Panda3D's capabilities, visit the gallery and the feature list. To learn how to use Panda3D, check the documentation resources. If you get stuck, ask for help on the forums, our community is very active.

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Greetings and salutations!

This week's screenshot comes not from the game itself, but from a work-in-progress pitch document for the game:

Screenshot from 2020 10 12 12 40

As you may know, the biggest news of the week just past is that the "Depictions" Demo was released! It's by no means all that was done, but it was a salient item:

As mentioned above, the new demo was released in the week just past! (And in case you missed it, here's a link to its itch page: Thaumaturge-art.itch.io )

Before doing so, however, I had a few bugs to fix; last-minute things that I discovered only shortly before release. Specifically, level five had no "entrance" object, leaving the player to spawn at the level's centre; one line of text was missing; another had a stray backslash; and the end-of-demo screen wasn't being properly cleaned up, resulting in it overlaying the main menu when exited.

All of those I fixed, I believe. And with all that done, I released the demo! ^_^

Directly after the demo I took a short holiday, about one-and-a-half days long; both rest and celebration. And I'm glad that I did: I recall that it was refreshing, and that I returned to work enthused to go on! ^_^

My first major post-demo task, then, was a piece of technical work that I'd been holding off on. Indeed, something that I'd been a little anxious about, as it had the potential to seriously break things.

It had been pointed out to me, you see, that my saving-and-loading module carried a security risk: because its implementation employed the python functions "eval" and "exec" in places, someone could potentially alter a save-file to cause the game to run arbitrary code.

This had seemed like a difficult problem to solve, and had somewhat daunted me, as I recall. Furthermore, I feared that it might invalidate extant save-files--including my level-files.

But thankfully, the more time passed, the more I discovered how much simpler the fix might be. And indeed, coming to implement it in the week just past, I found that it was actually pretty straightforward for the most part, I'm glad and grateful to say!

Furthermore, it turns out that save files weren't invalidated by the changes (with the partial exception of one file in a side-project): the new implementation happily reads the old files, and indeed, the save-files that it writes are pretty much unchanged! ^_^

With that done, I then uploaded my game-saving module to GitHub (to sit alongside my key-mapping module, and a few other things); perhaps others will find it useful, as I have. ^_^

On a similar note, I went through the the code of A Door to the Mists itself and replaced a number of "exec"/"eval" usages there, too; it likewise should be a little more secure now.

I also fixed two bugs in the post-demo section of the week just past.

The first was fairly trivial: the combat code had an oversight (originating in the switch from Python 2 to Python 3, I think) that resulted in the potential for half-integral damage. This was easily corrected, as I recall.

The second was a little more alarming: feedback on the new demo revealed that quick-loading a saved game after dying in combat resulted in a memory leak!

As it turned out, while the process of loading correctly cleaned up the combat-"world", it was missing the level-"world" that was stored in the background during combat. As a result, the level wasn't cleaned up, and so memory was leaked!

I believe that I have a fix for this in place now. I'm not as confident of it as I might like, but it seems to work!

I'm hoping to soon put out an update to the demo, carrying the above-mentioned fixes. I'm mainly waiting to settle on one remaining question, which may depend on further demo-feedback.

And finally, I began the work shown in the screenshot above. That is, I've begun working on a pitch document for A Door to the Mists, to be used in pitching to indie publishers!

This has been an endeavour that has induced some nervousness, but also some excitement!

It's still a work-in-progress; I have a few sections yet to fill out, at the least, and perhaps more polish to do. (And more pitch-preparations to make thereafter, I believe.)

The process has been greatly aided by the pitch-deck template and pitching how-to that Raw Fury--or more specifically, Johan Toresson of Raw Fury, I believe--released to the public. (You can find those documents here, I believe: Pitch Deck Template ~ How To Pitch to Raw Fury)

Given the nature of the work done in the week just past, I haven't had much to show in this post. Let me leave you, then, with the second video that was made for release with the demo--a short look at the game's new aesthetics in motion:

That then is all for this week--stay well, and thank you for reading! ^_^

"Depictions" Demo Released!

"Depictions" Demo Released!

A Door to the Mists

In which the "depictions" demo has been released, and is available to download!

Starchild Log: 20/10/03

Starchild Log: 20/10/03

Starchild 1 comment

You thought the project was dead did't you? The Starchild project has returned!

Books-entries and Lore

Books-entries and Lore

A Door to the Mists

In which a clue-page is removed; in place of the clue-page, books are made convenient; some collectibles are moved, one behind an interaction; a collectible's...

Ink-Stains

Ink-Stains

A Door to the Mists

In which level-geometry is perhaps done; doors are detailed; stains are applied; crystal-light changes are finished; omissions are discovered; an icon...

Add game Games
A Door to the Mists

A Door to the Mists

Adventure

An adventurer with a yearning to explore the inaccessible, misty world of magic hears a tale of a door that opens onto that world, located in a lost city...

Starchild

Starchild

Futuristic Sim

An anime life simulation with space and RPG elements? This is the proposal of the this project, made by a single passioned gamer and aiming to deliver...

KITSUNETSUKI project

KITSUNETSUKI project

Third Person Shooter

Multiplayer-focused arena third-person shooter (TPS) game.

I Can't Believe It's Not Music!

I Can't Believe It's Not Music!

Realistic Sim

Have you ever wanted to write a song like a pro? Well, you're one button click away from writing tunes! And best of all, you own all the copyrights to...

The Traveling Fox

The Traveling Fox

Platformer

The Traveling Fox is a modern story driven, cross platform, free and open source 3D platformer game where the player controls a fox wandering through...

Lucifer: Paradise Lost

Lucifer: Paradise Lost

Adventure

Finally the long awaited prequel to Jesus Christ RPG is out! Play as Lucifer, the devious dark angel, in this retro arcade styled four-directional shooter...

Yorg

Yorg

Racing

Yorg is a free open source 3D arcade racing game for Windows, OSX, Linux.

Night River

Night River

Adventure

Night River is a short, simple, spooky experience. Boat down a black-glass river, and encounter a series of ghosts along the way.

Angels Fall First : The Second Antarean War

Angels Fall First : The Second Antarean War

Real Time Strategy

The Second Antarean War is a multiplayer team-based real time strategic battle simulator. It simulates battle between spaceships in fully accessible 3d...

NoserLand

NoserLand

Adventure

The game is about mice living in a Kingdom far away where some citizens of the Kingdom stepped into a web of intrigue against the Queen....

Comments
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Guest
Guest

Great engine! The python bindings are super easy to use, cutting development time down by at least half. The major downsides are the lack of: a scene editor, better out-of-the-box rendering/PBR, and publishing to mobile platforms. However, android support is improving and under development. So is the rendering: planned for the 1.11 release. Although a scene editor is *not* being made currently, I find that using blender to lay out the elements of the scene suffices for most needs.

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From_Moms_Basement
From_Moms_Basement

I'm relatively new to programming, but I found python easy (compared to other languages) to learn and Panda seems to be it's match in that way. It comes with loads of examples and an online manual. Even if you don't want to make a game with it, it's still useful with prototyping.

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M_Luminoth
M_Luminoth

Im looking in to making a horror first person action game and after i saw how much of a pain in the *** Unity3D would be if you didnt get the pro version (well you can write your own physics and shaders ect. for the engine but the implementation can be tricky. Doing that i thought would make it difficult to make more than HALF of the code that the games rendering and pysics system needs. So i turned to UDK and i realized, just this is 1.7 gigabytes, it is cutting edge, but i dont need cutting edge. Im looking for a moderate graphical experience. And im going for simplicity. Im making all the models and as many graphical elements alone as possible. So when this came across my eye. I thought, its simple yet effective. I Hope i will like this engine enough to develop my game on it.

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Cyahnidde
Cyahnidde

This engine is pretty good. Everything that needs fixing up you can magically fix due to the open source code and your coding abilities.

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Cyahnidde
Cyahnidde

I don't remember writing this. It's the most retarded comment I ever read.

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treeform
treeform

Its not magic. What really great is there is a great community that explain and fix tons of bugs. Two main dudes "drwr" and "rdb" are just rock stars!

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roadking
roadking

what is this engine?

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treeform
treeform

Its an open source engine.

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