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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 shows a bit of additional player-direction in level one:

Screenshot from 2019 10 07 17 23

The week just past was a mixed one: a week of bug-fixing, of small improvements, of merging in prototype code--and of the discovery of one rather nasty issue that's proving a bit of a pain to deal with...

To start with, in the week just past I received some feedback on my combat prototype--and it was pretty positive, I'm happy to say! This feedback came in the form of a short video playthrough with commentary; if you want to see it, you should find it embedded below:

Encouraged by this, I set about integrating the prototype's code into the main game, and converting the extant enemies to reflect the mechanic's changes. I'm glad to say that this went rather more swiftly and easily than I feared!

As part of this, I reworked the art for the new "stun-ring" that was introduced in the prototype; what's shown below is intended to be final:

Screenshot from 2019 10 07 17 26

I also touched up the player-character's model and animations a bit: I fear that her proportions were previously a bit off, and certain animations and stances stood to be improved.

And finally, I reworked the combat tutorial. For one, it now reflects the changes to the mechanic. For another, it no longer requires the player to click on a button in order to continue; instead, that's done via a press of combat-related controls.

Returning to feedback for a moment, I will say that I did subsequently receive two pieces of feedback that were more negative. One of these harked back to a much earlier and more-action-y and physics-driven prototype. The other was unhappy with the keyboard-based controls, wanting something mouse-driven.

The former might just be a mismatch between game and player: that earlier prototype was a different experience, and a player who particularly enjoyed that might well not enjoy this.

The latter is a trickier question. I would love to have mouse-driven control in this mechanic (as I had in the demo of A Door to the Mists). But right now, I don't see a good way of doing so without returning to my previous mouse-controls, which seemed to be generally disliked.

On the level side of a development, I spent some time (hopefully) improving the guidance given to the player in two aspects of the extant levels:

First, I had feedback from a player to the effect that, after talking to the other adventurer in level two, they were a bit lost as to what to do next. I've thus tried to make it more explicit that they're expected to simply leave the level at this point. This is done both via a "character thought", and a change to the goal-text that's given.

And second, I've had a few reports of players getting stuck in level one by virtue of not finding a certain hole in the ceiling. As shown in the main screenshot above, I've thus added some marks to the walls beneath it, intended to hint at the idea of looking up in that location.

On a similar note, the game now has a little popup that appears when the player connects a peripheral that isn't used by the current control-bindings. This is intended to point the player to the options menu, in case they want to use that peripheral for input.

deviceConnection


Alas, late in the week just past, a major issue was uncovered.

I had previously been given feedback reporting a significant slowdown occurring when the player reloaded their game multiple times. I wasn't able to reproduce the issue on my machine, however, so I hoped that it might be something fairly innocuous.

It wasn't.

With a corroborating report and some guidance from the Panda3D forum, it turned out that the game has at least one memory leak. In and of itself this wouldn't necessarily be a major issue when developing with Python: just find the offending un-disposed-of objects and clean them up.

It's finding the things that proves tricky, however.

What I'm doing at the moment is using reference-counting code gathered from the Panda forum, and a LibreOffice spreadsheet to compare those reference counts before and after reloads. In addition, in some cases I'm printing out node-names to help narrow down which objects to look at.

This still involves inference and hunting around at times. But while there's more to be done, I believe, I think that I'm at least making some progress.

Otherwise, a number of other changes and fixes were implemented in the week just past that don't seem worth detailing here.

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

A Week of Combat

A Week of Combat

A Door to the Mists

In which the combat prototype sees work; as do the combat -mechanics and -AI; and said prototype is nearly ready to be released.

Demo Released!

Demo Released!

A Door to the Mists

In which the demo is released; a serious bug exists in the current demo build; a new demo-build is planned; various materials are made and posted leading...

Demo Release Date Announced!

Demo Release Date Announced!

A Door to the Mists

In which the demo release date is announced; plans for promotion during this week are given; some bugs are yet to be fixed during this week; the game...

A Week of Videos

A Week of Videos

News

In which several videos for A Door to the Mists are made or worked on; all of these have a (largely) common end-screen; the approach to autosaves is reconsidered...

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...

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A 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 an unique...

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KITSUNETSUKI project

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

Yorg

Yorg

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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.

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...

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....

Limit Load

Limit Load

Combat Sim

Limit Load is an arcade cockpit flight game with story-driven campaigns. It focuses on modern jet aircraft, but with characteristics tuned for action-packed...

Hidden: On the trail of the Ancients

Hidden: On the trail of the Ancients

Point and Click

Immersed into dark and unexplored ancient woods a group of expeditioners goes deep in search of an old, almost forgotten legend, the "Legend of the Ancients...

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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