Game assets. See Game resources; Resource files.
Game coding
buffer zones between action, 277–278
bugs in, 491–494. See also Bugs.
CD-ROM space for, 469
complexity of, 9, 433–434
debugging, 448–450. See also Debugging.
intellectual property issues, 469
nominal operation, predicting, 430
as professional endeavor, 1
programming tasks, 473–474
undocumented features in, 491–492
Game completion
archive, testing, 560–561
patch builds, creating, 561
post mortems, 561–562
product demos, 561
Game controllers, components of, 125–126
Game Developer's Conference, 8
Game development
bug reports, 10–11, 522–525
complexity of tasks, 9, 433–434
design and planning stages, 12
estimating time for, 480.
See also Scheduling.
file management, 10
fun games, achieving, 12–13
hardware, 5–6
lead time, 14
logo compliance, 15–16
platforms used in, 6–8
project time frames, 13–14. See also Schedule; Scheduling.
schedule crunches, 13–14, 458
scheduling. See Scheduling.
tools for, 4–5, 11–12
Game development industry
bad aspects of, 8–12
employment opportunities, 16–17
good aspects of, 1–8
jobs in, 2
people in, 2–4
tradeshows, 8
Game engines, 255
2D engines, 22–33
3D engines, 22–33, 360
graphics engines, 28
physics engines, 359–362
sprite engines, 21
storing, 105
Game files, collections of, 10
Game industry media, communicating with, 548
Game objects, initializing, 225
Game options, loading, 222–224
Game projects
building, 113–114
code, 543–547.
completing, 560–563
content, 547–548
creating, 100–106
dead end, 559
features, installing, 540–541
managing, 113–114
market, racing to, 558
naming, 100–101
panicking during, 559–560
personnel problems, 555–558
quality of, 540–543
scheduling issues, 549–555
Game resources
art formats, 252–257
compartmentalizing, 258–259
compression of, 260–261
resource cache, 269–281
resource file builder, 261–268
resource files, 257–259
resource identifiers, 270
sound formats, 252–257
types of, 251
world design and, 277–281
Game Scripting Languages, 73–83
Game scripts
compiling, 76
interpreted, speed of, 76
programming, 82–83
Game windows, maximizing, 248–249
Game world
design of, 26–29
simulating in code, 43
Game_App_Directory, 223
GameCube (Nintendo), 5–7
Games
active, functions of, 229
animated sequences in, 255, See also Animations.
bitmaps, incorporating, 251
cinematic sequences, incorporating, 255
elements of, 99
look and feel of, 29
project organization problems, 99–100
saving, 247
shutting down, 250
sounds, incorporating, 251. See also Sounds.
stopping, 247–249
Game_Title, 219–220
Garriott, Richard, 9, 11
GDI colors, converting to target color, 171–172
GDI functions, drawing with, 167–170
General exception handler, trapping, 204
Geometry, 283
GetAsyncKeyState() function, 139
GetCPUSPeed() function, 215
GetLastError() function, 414
GetPixel method, 171–172
Global memory, 60–63
Global object pointers
versus global objects, 204
initializing, 205–206
Global objects versus global object pointers, 204
GPU, efficiency of, 35
Grand Theft Auto III: Vice City (Rockstar), 28, 255
Graphics, 266–267. See also Art.
programming tasks associated with, 473
Graphics engines, capabilities of, 28
Graphics file formats, on Internet, 198
Graphics Gems, 167
Grid
code definition of, 336–338
implementing, 338
rendering, 318
Grim Fandango (Lucas Arts), 2D and 3D technology in, 34–35
Guon-Beenan, Ellen, 488