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Chapter 2: What's in a Game?
Figure 2.1: Screenshots from Riven by Cyan.
Figure 2.2: Screenshots of Diablo II by Blizzard.
Figure 2.3: Screenshot of Hoyle Cards by Sierra and Marvel vs. Capcom 2 by Marvel/Capcom.
Figure 2.4: Screenshots of Microsoft Flight Simulator 2002 by Microsoft.
Figure 2.5: Screenshots of Grand Theft Auto— Vice City by Rockstar.
Figure 2.6: Screenshots of Ultima IX— Ascension and Ultima Online by Origin Systems.
Figure 2.7: Ambidextrous Creatures from Ultima Online.
Figure 2.8: Screenshots of Grim Fandango by Lucas Arts.
Chapter 4: Building Your Game
Figure 4.1: AlienBrain from NXN.
Figure 4.2: Visual Build Pro from Kinook Software.
Chapter 5: User Interface Programming and Input Devices
Figure 5.1: The Find Window with Spy++.
Figure 5.2: A Screen Manager Is a Container for Game Screens.
Figure 5.3: A Screen Is a Container for Controls.
Figure 5.4: A Modal Dialog Box.
Figure 5.5: The Four States Used with Controls.
Chapter 6: 2D Stuff Every Game Programmer Should Know
Figure 6.1: How Tearing Can Impact a Display.
Figure 6.2: The Difference between Width and Pitch.
Figure 6.3: A Background, a Sprite with a Color Key, and the Intended Result.
Figure 6.4: A Typical Character Set.
Figure 6.5: Values for LOGFONT to Display Different Fonts.
Figure 6.6: Displaying Fonts with Antialiasing Effects.
Figure 6.7: Using a Drop Shadow to Display Text.
Figure 6.8: Z-Order Sprites.
Figure 6.9: A Hand Pointer's Hot Spot Is at the Tip of the Finger.
Figure 6.10: Store Multi-Frame Animations in a Filmstrip.
Chapter 8: Loading and Caching Game Resources
Figure 8.1: Grayscale Banding Patterns for Different Bit Depths.
Figure 8.2: iPac Application Window.
Figure 8.3: Creating a Working Directory.
Figure 8.4: The Resource Properties Dialog.
Figure 8.5: The PAD File Header.
Figure 8.6: The PAD Folder Header.
Figure 8.7: The PAD Resource Header.
Figure 8.8: The PAD Graphic Source Header.
Figure 8.9: Ultima VII's Main Map.
Chapter 9: 3D Graphics all Game Programmers Must Master
Figure 9.1: Dot Products.
Figure 9.2: Dot Products Used for Backfacing.
Figure 9.3: Dot Products Can't Find Targets.
Figure 9.4: A Cross Product.
Figure 9.5: A Cross Product and A Dot Product Can Find a Target.
Figure 9.6: Displaying a Teapot in 3D.
Figure 9.7: The Infamous Unit Circle.
Figure 9.8: The Teapot— Rotatedt-
π
/4 Degrees about the Y-Axis.
Figure 9.9: The Teapot— Rotation Applied after Translation.
Figure 9.10: The Teapot— Translation Applied after Rotation.
Figure 9.11: The Teapot— Two Rotations and One Translation.
Figure 9.12: The Teapot Oriented with Quaternions.
Figure 9.13: Vertex Normals on the Teapot.
Figure 9.14: A Sample Texture.
Figure 9.15: A 128x128 Texture with Alternating White and Black Vertical Lines.
Chapter 10: 3D Engines
Figure 10.1: A Basic Scene— Teapots, Little Balls, and Some Grids.
Chapter 12: Debugging Your Game
Figure 12.1: Using the Visual Studio.NET Debugger.
Figure 12.2: Running MSVCMON with the -alluser Switch.
Figure 12.3: Artist's Rendering of Earwax Blowing out of Mr.Mike's Ears.
Chapter 14: Everything (You Hate) to Know About Testing
Figure 14.1: Daily Active Bug Count Graph.
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Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
Professional Java Native Interfaces with SWT/JFace (Programmer to Programmer)
Layouts
Dialogs
JFace Wizards
Creating a Text Editor with JFace Text
Sample Application
MySQL Clustering
Before You Begin with MySQL Cluster
Obtaining, Installing, and Configuring MySQL Cluster on Other Platforms
Security and Management
Security for MySQL Cluster
C Glossary of Cluster Terminology
Visual C# 2005 How to Program (2nd Edition)
if...else Double-Selection Statement
Terminology
Indexers
Relationship between Base Classes and Derived Classes
F.1. Introduction
101 Microsoft Visual Basic .NET Applications
Working with Microsoft Visual Studio .NET 2003 and Microsoft .NET Framework 1.1
Working with the Microsoft Visual Basic .NET Language
Building Windows Forms User Interfaces
Interacting with the Operating System
GDI+
Quantitative Methods in Project Management
Introduction to Probability and Statistics for Projects
Risk-Adjusted Financial Management
Expense Accounting and Earned Value
Quantitative Time Management
Quantitative Methods in Project Contracts
Java All-In-One Desk Reference For Dummies
Working with Variables and Data Types
Book IV - Strings, Arrays, and Collections
Using the LinkedList Class
Book VI - Swing
Choosing from a List
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