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.
Welcome! To this game blog :)
I'm happy to present the latest incremental update to OMAPELI - v0.3.1 Alpha Demo.
A week of hard work went into this release. The most prominent new feature is the Character Sheet (please see the image below). This menu will work as the foundation for your role playing experience - Here, you will select the path that defines your warrior, archer or mage, or something else. The plan is to have the Attribute and Skill points distributed as you level up (3 and 5 per level, respectively) - as well as a perk to unlock from 5-12 different perk trees.
With the perk trees (in the future, not in this release): You can select a perk from a profession trees, for example a warrior, priest or a monster hunter tree; You will be able to mix and match perks from different trees for multi-classing.
In addition, I added the GUI options for loading and saving the game. Loading and saving the game world has been in the game from the very beginning. However, I have not tested it in a long time; This is because most of the game initialization is done by "omapeli commands" during the loading screen - not from a saved game. So this addition required some testing and fixing but I was surprised on how well it seemed to work.
The newly added Benchmark modes will help me to optimize the game later more reliably. One scrolls past the regular game world, the second tests the tree generation and rendering speeds, and the third tests the basic NPC logic and rendering performance.
Moving in the game is slow so I added two cars. I know, I know: It's a medieval game. But the horses won't be in the game until December maybe.
I also changed the menus more visually appealing - or did I, what do you think?
Full list of main changes:
I thank you for your interest in this project that has been ongoing since the summer 2022.
OMAPELI aims to release in 2025.
PS. My previous v0.3.0 article got archived by the moderation team so I won't be adding any links or promotion to wish neither list in this article. But I would be privileged to hear any feedback you may have on the game's general direction, graphics or game-play - so that I can do better.
Cheers,
- GameDev Jonoulis
After 10 months of procrastination, the *infamous* OMAPELI game returns.
I released the first alpha demo for my indie game, OMAPELI. It is available for free at Itch.io.
A new Forward Only release just happened, making the game more active and improving balance!
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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.
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.
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.
This engine is pretty good. Everything that needs fixing up you can magically fix due to the open source code and your coding abilities.
I don't remember writing this. It's the most retarded comment I ever read.
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!
what is this engine?
Its an open source engine.