I’ve had a personal project in Panda3D in the works on and off (mostly off) for the past few months mostly as a leisure activity. It’s a very elegant engine to work in, but the scene graph concept is one that can be difficult to grasp at first.
It’s nonintuitive dealing with NodePaths, ActorNodes, PandaNodes, GeomNodes and keeping all of them straight. However, the most appealing aspect of Panda3D and one of the main benefits to it’s usability is the fact it exposes it’s APIs in Python.
Playing around in the interactive python interpreter and leveraging a debug function makes learning a lot less painful. For example:
>>> import direct.directbase.DirectStart >>> from panda3d.core import * >>> pn = PandaNode("MyPandaNode") >>> Node = NodePath(pn) >>> Node.ls() PandaNode MyPandaNode >>> Node2 = Node.attachNewNode(PandaNode("MySecondPandaNode")) >>> Node2.ls() PandaNode MySecondPandaNode >>> Node.ls() PandaNode MyPandaNode PandaNode MySecondPandaNode >>> Node.reparentTo(render) >>> render.ls() PandaNode render S:(CullFaceAttrib RescaleNormalAttrib) ModelNode camera Camera cam ( PerspectiveLens ) PerspectiveLens fov = 38.5468 30 PandaNode MyPandaNode PandaNode MySecondPandaNode
Following the above steps was crucial to my understanding of the scene graph hierarchy, and being able to interactively list that hierarchy as the tree is manipulated is a huge selling point when it comes to learning ease.
For me, thinking of a NodePath as a pointer to a node made the engine concepts much less confusing, and this real time interaction made it much easier to figure out how NodePaths and nodes behave.