Abrash, Michael, 198
Action mapping, 126–127
Active controls, tracking, 143–144, 154
AddRef() method, 52–53
Aho, Alfred V., 80
AI
debugging code for, 434
programming tasks associated with, 474
AI character, 150
AlienBrain, 108
Alpha blending, 21
in same color channel, 174–175
Alpha channels, copying surfaces with, 174–182
Alt keys, handling in Windows, 139
Amateur developers, 3
Ambient lighting, 310
Animation, 29–33
of controls, 156–157
of sprites, 191–196
Animation data, 32
Animations
compressing, 31
execution speed of, 195
frame rate, 194–195
milliseconds per frame, 195
multi-frame, organizing, 191–192
pre-rendering, 29
storage requirements, 29–30, 32–33
ANSI rand() function, inadequacy of, 84
Antialiasing to background, 171, 186
Application failure. See also Bugs; Debugging.
handling, 412–414
Arccosine, 290
Archives
rebuilding games from, 560–561
restoring, 560
testing, 560–561
ARGB format, 175
Art, 29–33
8-bit formats, 253
16-bit formats, 253
24-bit formats, 253
bit depths of, 161, 199
bitmaps, 252–253
graphics file formats for, 198–200, 252–257
lossy compression for, 253–254
splitting ARGB, 175
textures, 252–253
Artists, 4
task inventory development for, 478
Aspect ratio, 305
Assembly code, 412
debugging, 436–438
Asset-based scheduling, 475–476
Attributes of objects, programming tasks associated with, 474
Audio.
See also Sounds.
initializing, 222
Automated testing, 506–515
Axis aligned bounding boxes (AABB), 356