Index


Numbers

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




Game Coding Complete
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139

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