Index_D


D

DaagerousFunction(), 53–54

Data, reading from storage media, 257–258

Data compression, 260–261

Data files, 264–267

Data streaming, programming tasks with, 474

Data structures

choosing, 72

raw materials, 283–284

Database for subsystems, 478

DC, 168

grabbing, 169–170

DDCOLORKEY value, 172

DDERR_SURFACELOST, 371

DDERR_WRONGMODE, 371

D3DMATERIAL9, 318–319

D3DUtil_CreateTexture() function, 319–320

D3DXCreateTextureFromFileEX function, 320

D3DXMatrixLookAtLH matrix, 304

D3DXMatrixPerspectiveFovLH matrix, 305

parameters of, 305–306

D3DXQuaternionSlerp method, 302

D3DXVec3Normalize function, 310

D3DXVECTOR4 structure, 294–295

Deadlock, 206

Debug directory, purpose of, 101

Debug heap, 445–446

Debug mode, assert conditions, 412–413

Debug symbols, installing, 418–421

Debuggers

breakpoint interrupts, trapping, 416

breakpoints, setting and clearing, 418

breakpoints window, 417

call stack window, 417

debugging without, 442–443

disassembly window, 418, 437–438

functionality of, 414–416

instruction pointer, setting, 418

instruction pointer, stepping, 418

Locals window, 417

remote, 422–424

symbol table, 415

This window, 417

threads window, 418

use of, 416–418

variable contents, examining, 417

Watch window, 417

Debugging, 44

assembly level, 436–438

bugs, 444–455.

See also Bugs.

bugs, reproducing, 433

caveman debugging, 442–443

check routines, 438–439

code analyzers, 440–441

compiler-related bugs, 455

complexity in code, eliminating, 433–434

cut and paste bugs, 451–452

debug information, drawing, 440

disappearing bugs, 441

drive-related bugs, 454

experimenting, 430–433

full screen games, 421–422

game data corruption, 448–450

game options for, loading, 217–218

hardware-related bugs, 455

heap corruption, 444–448

memory, adding, 72

memory leaks, 444–448

mini-dumps, 424–429

multithreaded bugs, 453–454

next statement, setting, 434–436

operating system related bugs, 454–455

release mode only bugs, 452–453

remote debugging, 422–424

resources, insufficient, 452

run time analyzers, 441

stack corruption, 450–451

static code analysis, 444

techniques for, 429–444

values, tweaking, 442

Windows symbol files, installing, 418–421

without debugger, 442–443

Decompression, 260

Depth buffers, 37

Design, 45–52

classifying, 277

consistency of, 478

Design and Functional Specification Draft milestone, 463–464

Design documents, 494

cluebooks and, 476

user guides and, 476

Design specification, programming tasks in, 473–474

Design standards, enforcing, 50

Designed for Windows logo program, 384–408

feature checklist, 384

Desktop development, 7

Destructors, 46–47

Development team, 3

experience of, 476–477

milestone descriptions of, 477

schedule pressure on, 13–14

size of, 480

task inventory collection by, 477–479

Development tools, creation of, 11–12

Device context. See DC.

Device-handling code, 125–126

Device messages, translation of, 141–142

Devices

controls mapped to, 150

helper interface classes, 149–150

Diablo II (Blizzard), camera movement in, 23, 25

Dialog boxes, 145–149

appearance on screen, 148

defaults, 148

message pumps in, 146–147

modal, 145–147

modeless, 148

Digital audio. See also Sounds.

creating, 254

frequencies in, 254

sound formats, 254

Digital cable set top box (STB), gaming on, 5

Direct3D

matrix stack, 330

versus Miles Sound, 363

versus OpenGL, 38–39

DirectDraw API, 36–37, 160

DirectInput, 39, 126–127

DirectMusic, 41

Directories

temporary, starting, 387–388

tree, creating, 387–388

Directory structures

advantages of, 102

creating, 101–104

elements of, 101–102

DirectPlay, 39–40

DirectShow versus Bink, 40–41

DirectSound, 39

DirectX (Microsoft), 37–41

design philosophy of, 36–38

drivers, 15

matrix multiply, 298

memory resources in, 369

operating system incompatibilities, identifying, 527

pixel depth support, 252

pixel format, detecting change in, 369

rotation transform code, 298

translation transform code, 298

Y-axis, 349

Z-axis, 349

DirectX 7, 160

DirectX 8, 2D drawing and, 160–167

DirectX 9, 160

materials, 318–319

vertex buffer, 312–314

vertex structure, 306–307

DirectX 9 Visual C++ Wizard, 284–285

DirectX (Microsoft)

Texture Tool, 323

DirectX Playground, 351–355

DirectX SDK (Microsoft), 4

Dirty rectangle drawing, 197–198

Disabled controls, 154

Display size, 225

Display technologies, 19–33

bit depth, 19–22

camera perspective and, 23

2D engines, 22–33

3D engines, 22–33

resolution, 19–22

DMP files, generating, 425

Docs directory, purpose of, 101

Documentation

of design and functionality, 463–464

individual milestones document, 486–488

project milestones document, 485–486, 488

Dot products, 288–291

Drag events

controls, initiating and accepting, 156

detecting and initiating, 132–133

detecting release, 133–134

handling, 133

legality of, 132–134, 156

Dragging, 156

coding for, 132–134

legality of, 132–134, 156

Drawing.

See also 2D drawing; 3D drawing.

sprites, 191–196

text, 182–187

Drawing functions, calling, 314

Drawing surfaces, creating, 225

DrawText() function, 185–186

Driver-related bugs, 528–529

debugging, 454

Drop shadows, 186–187

DumbCalculate function, 89

DVDs

speed of, matching bit rates with, 257

storage capacity of, 251

Dynamic lighting effects, 308–311

diffuse lighting, 308–310

dimming effect, 308

specular lighting, 308, 310

Dynamic objects

in 3D games, 32

storage requirements, 29




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

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