2D drawing
basic concepts, 167–182
buffering, 162–164
coordinates and coordinate systems, 285–286
DirectX 8 and, 160–167
graphics file formats, 198–200
pixels, 160–162
of sprites, 188–198
of text, 182–188
video and memory surfaces, 165–167
video hardware and, 160–164
2D engines, 22–33
2D technology
art and animation, 29–33
camera movement, 23–26
for display, 22–33
frame rate calculations, 21–22
game world design, 26–29
mixing with 3D technology, 33–37
storage requirements, 29–30
3D drawing
coordinate systems, 286–287
projects, setting up, 325–326
3D engines, 22–33
creating, 360
3D graphics pipeline, 283–284
3D math, 285–306
3D middleware, 357–360
3D models, origins, 350
3D polygons, separating from sprites, 36–37
3D Studio Max, 33–34
3D technology
art and animation, 29–33
camera movement, 23–26
CPU usage, 32
for display, 22–33
draw helpers for, 440
frame rate calculations, 22
game world design, 26–29
mixing with 2D technology, 33–37
storage requirements for, 32–33
video card requirements, 36
8-bit file formats, 170, 174, 181, 199–200, 252–253
16-bit file formats, 161, 181, 199–200, 252–253
16-bit resolution, 200
24-bit file formats, 162, 165, 199–200, 252–253
32-bit file formats, 161, 170, 181, 252
32-bit resolution, 200
555 graphics file format, 199, 252
565 graphics file format, 199, 252
888 graphics file format, 252
8888 graphics file format, 252