Oh, yep.
"

Back to the good stuff. Running an app in a little box on a web page is fun
for a while, but it doesn’t really buy you much unless it can interact with
the web page around it.

To put this in context: Python and JavaScript are very similar languages;
both support late binding, dynamic object creation, and duck typing. Panda
is already pretty good at wrapping C++ objects for Python’s benefit;
compared to that monstrosity, wrapping JavaScript’s objects is a warm summer
breeze. So why not do it properly, and fully expose the entire JavaScript
object space to direct manipulation by Python?
So, we do. The Panda3D plugin allows you to write Python code that looks
like “document.getElementById(’form’).greeting.value = ‘hello’”, which is of
course changing a form value on the web page, using the JavaScript DOM
model. But you’re writing it in Python. In fact, anything that JavaScript
can do, your Python program can do too. And the reverse is true as well: we
allow you to expose the Python objects of your choice to JavaScript, to
allow the web page to directly poke values into your application, or even
call your Python methods!"

http://www.panda3d.org/blog/?p=14

Told ya these guys are awesome. :)


On Fri, Jan 29, 2010 at 1:29 AM, Luke Paireepinart
<[email protected]>wrote:

> Ya'll should look into Panda3D.  The next version to come out is going to
> have browser plug-in support, and you can basically bundle any Python code
> you want in with your Panda3D app (in addition to obviously being able to
> use Panda3D.)  Also this has the benefit of coming from a non-sketchy source
> (carnegie mellon + Disney) so people are more likely to install the plugin
> than some other possibly more sketchy Python-in-browser sources.  But this
> would be more for a full-fledged game since there's still no interaction
> with DOM I would guess.  Or they might have added that in too, those Panda
> guys are pretty crazy awesome.
>
>
> On Thu, Jan 28, 2010 at 10:37 PM, dasacc22 <[email protected]> wrote:
>
>> This is rad, I had no idea. Im going to do an example when I get a
>> chance.
>>
>> Some comments about how this is exposed sounded confusing. Ive only
>> read over this in about 2 minutes but its implemented in javascript,
>> and as such you can make use and mingle any other javascript with
>> everything else your doing in your webgl calls, so update the screen;
>> and make use of your jquery $.post method right after, or w/e the
>> hell. I also briefly ran across WebGLU:
>> http://github.com/OneGeek/WebGLU
>>
>> which is intended to be a framework of sorts. Theres a number of
>> canvas frameworks out there, in which i would relate working with
>> HTML5 canvas to be very similar to working with a QT4 brush.
>>
>> Anyway, I've been playing around with a prototypal-inheritance-style
>> framework with canvas lately (to various ill-effect) and definately
>> gonna run with this one.
>>
>> On the subject of a python server side backend, if you need something
>> dead simple then easy_install cherrypy. Its stupid simple, extremely
>> fast, and very extensible, will save you a heap of time from writing a
>> wsgi app from scratch.
>>
>> On Jan 25, 6:50 pm, Tristam MacDonald <[email protected]> wrote:
>> > On Mon, Jan 25, 2010 at 6:39 PM, Lunpa <[email protected]> wrote:
>> >
>> > > You might also take an interest in html 5's canvas element, though I
>> don't
>> > > know how well supported it is currently.
>> >
>> > Even better, html 5's canvas element has full OpenGL ES 2.0 support, via
>> > WebGL (http://www.khronos.org/webgl/).
>> >
>> > Currently WebGL is only exposed in Firefox, Safari and Chrome nightly
>> > builds, but I would expect it to appear in the full releases in the near
>> > future.
>> >
>> > See Inigo Quilez's fantastic in-browser shader editor (complete with
>> many
>> > examples), for a taste of what is possible:
>> http://www.gamedev.net/community/forums/topic.asp?topic_id=560206
>> >
>> > --
>> > Tristam MacDonaldhttp://swiftcoder.wordpress.com/
>>
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