D


Index


[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W]

data types 2nd 3rd
     bool
     double
     float
     half
     int
debugging [See also support code]
declarations
     Tankers game 2nd
declaring
     meshes
     players
    variables
         HLSL (High-Level Shader Language) 2nd 3rd
design
     KartRacers game 2nd 3rd
     Tankers game 2nd 3rd
    UI buttons
         mouse events, handling 2nd
         UiButton class 2nd
     UI screens
         abstract UI class 2nd
         event handling
         rendering 2nd 3rd
         UiScreen class 2nd
design specifications 2nd 3rd 4th
designing UI screens
    3D models, rendering
         Draw method 2nd
         tank colors 2nd
         tank selection model 2nd 3rd
         tank textures 2nd
    character selection screen
         adding to game engine 2nd 3rd 4th 5th
         button click events, handling 2nd
         creating 2nd 3rd
         directional lights 2nd 3rd
         player colors
         rendering 2nd
         SelectLoopyScreen class 2nd
         textures 2nd
         user input, handling 2nd
    main menus
         adding to game engine 2nd 3rd
         buttons 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th
         dialogs 2nd
         Enter Host screen items
         event handling 2nd
         fonts
         MainUiScreen class 2nd 3rd 4th 5th 6th
         rendering 2nd 3rd 4th
         Select Host screen items 2nd
         textures 2nd 3rd 4th
         user input, handling 2nd 3rd 4th 5th
    quit screens
         cleaning up 2nd
         event handlers
         keyboard input 2nd 3rd
         player statistics text 2nd 3rd 4th 5th
         QuitScreen class implementation 2nd
         rendering 2nd
         user input handlers 2nd
     text boxes 2nd 3rd 4th 5th 6th 7th 8th
detail, controlling level of
     progressive meshes 2nd
     simplifying meshes 2nd 3rd 4th 5th 6th 7th
         Clean method 2nd 3rd
         SimplificationMesh object 2nd
         Simplify method 2nd 3rd 4th
detecting
     levels 2nd
detecting collisions [See collision detection]
developers 2nd 3rd
development
     2D compared to 3D 2nd 3rd 4th 5th
     design specifications 2nd 3rd 4th
     developers 2nd 3rd
     game ideas 2nd
     object models
     process 2nd
     proposals 2nd 3rd
     tools 2nd 3rd 4th
DeviceLost event 2nd
DeviceLostException exception 2nd
DeviceReset event 2nd
devices
     enumerating
         display modes, sorting 2nd
         Enumerate method 2nd 3rd
         EnumerateDeviceCombos method 2nd 3rd
         EnumerateDevices method 2nd 3rd
         Enumeration class
         game engine constructors 2nd
devices, creating
     behavior flags 2nd
     callbacks 2nd
     CreateDevice method
     event handling 2nd
     events 2nd
     framework callback interfaces 2nd
     framework event handlers 2nd
     games, starting 2nd
     hardware devices
     Initialize method
     IsDeviceAcceptable method
     lost devices, handling 2nd 3rd 4th
     MainLoop method
     ModifyDevice method
     reference rasterizer devices
     software rendering devices
     user input handlers 2nd
diagrams
     Tankers game 2nd
diagrams (UML) 2nd
Dialog variable (KartRacers)
DialogElement class 2nd
dialogs
     resizing
dialogs, creating 2nd
Direct3D
    cameras
         creating 2nd 3rd 4th
     devices, creating
         behavior flags 2nd
         callbacks 2nd
         CreateDevice method
         event handling 2nd
         events 2nd
         framework callback interfaces 2nd
         framework event handlers 2nd
         games, starting 2nd
         hardware devices
         Initialize method
         IsDeviceAcceptable method
         MainLoop method
         ModifyDevice method
         reference rasterizer devices
         software rendering devices
         user input handlers 2nd
     lost devices, handling 2nd 3rd 4th
directional lighting shaders 2nd 3rd
directional lights 2nd 3rd
directives
     USE_HIGH_RES
DirectPlay
     cleanup 2nd
     client/server architecture 2nd
     data transfer 2nd 3rd 4th
         messages, receiving 2nd
         messages, sending 2nd 3rd
         network statistics, checking
         player properties 2nd
         position and orientation, sending 2nd
     event handlers 2nd 3rd
     Internet, checking for 2nd
    networking engine
         implementation 2nd
         initialization 2nd
     peer-to-peer architecture 2nd
    sessions
         connecting to 2nd
         hosting 2nd
         joining 2nd
DirectSound [See sound]
DirectX
     DirectPlay
         cleanup 2nd
         client/server architecture 2nd
         data transfer 2nd 3rd 4th
         event handlers 2nd 3rd
         Internet, checking for 2nd
         networking engine implementation 2nd
         networking engine initialization 2nd
         peer-to-peer architecture 2nd
         sessions;connecting to 2nd
         sessions;hosting 2nd
         sessions;joining 2nd
    Managed DirectX
         event model 2nd 3rd
         speed 2nd
DirectX assembly
DisableDriverManagement flag
display modes, sorting 2nd
displaying
     frame rate output 2nd 3rd 4th
Dispose method 2nd
double data type
Draw method
     blocks
     levels
     particle systems 2nd
     tanks
     tanks, rendering 2nd
     text boxes
     UiButton class
     UiScreen class
Draw2D method
DrawFrame method
DrawMeshContainer method 2nd
DrawPlayerName method
DriverInternalErrorException exception



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

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