TCP/IP
opening connection in Java, 202
protocol described, 198
sockets described, 200
tearing, image, 64
test method, 130–131
testing for bounding box collisions, 46
tests, foundation object collision, 476–479
texels
described, pixelization, 373–375
and MIPmapping, 376–377
text files, parsing, 149
text rendering, 413–415
textures
animated, dynamic, 460
creating JOGL, 397
textured geometry, 414–415
3D graphics, 370–378
threads
described, 152
multithreading, 404–405, 447
optimizing, 186–187
Thread.sleep mechanism, 31
throughput
and collection algorithm, 169
collectors, 171
throws (keyword), 334
time calculation
in action/adventure games, 17
and game programming, 5
JDK 1.5 release improvements, 18
Thread.sleep( ) method, 31
time-to-live (TTL) setting, 216
timer class, 31–32
timer, high-resolution (JNI), 339–342
timeTracker, 220
timing
gathering information, 173–178
native and nonnative methods (table), 349
role of in games, 31–33
Tony Hawk: Pro Skater (Neversoft), 6
traces described, 175
tracking with AI algorithm, 50
train collector, 170
TransferFrom, TransferTo methods, 148
transform control, OpenGL, 388–389
transformation hierarchy (fig.), 440
transformation matrices, hierarchies, 362–363
transparency, 3D graphics, 370
transparent graphics, 435–439
triangle process rate, 3D rendering, 358
trigonometry, 245–246
troubleshooting
flashing images, 64–66
images lost, VolatileImage class, 75
Java performance problems, 187–193
performance problems, 177–187
2D collisions, 467
2D coordinate system
setting up, 412–413
using to draw geometry, 411
2D games
adjusting to environment, 58–63
handling window events, 70
image-handling, 71–78
integrating components, 78–80
overview of, 54–58
rending to display, 63–70
updates to Game class, 80–83
2D to 3D polygon projection, 364
3D animation
core techniques, 457–458
high-level components, 460–461
mid-level techniques, 458–460
3D graphics
camera and projection, 364
cells and portals, 455
in computer animation and real time, 354–355
coordinate systems, 358
hardware acceleration, 355
history of, 356–359
introduction, 353
lights, 364–365
objects, winding order, 360–361
opaque and transparent, 435–439
OpenGL. See OpenGL (Open Graphics Library)
real-time lighting, shading, 365–366
shading, 364–369
texture artifacts, filters, 373–377
texture collaging (fig.), 379
texture formats, memory optimization, 377–380
textures, texturing, 370–373
transformation stacks, hierarchies, 362–363
transparency and alpha blending, 370
3D render engine
geometry and matrix hierarchies, 439–444
geometry containers, 430–432
opaque and transparent graphics, 435–439
rendering, render pipeline, 434–435
simple retained-model, 429–430
simple structure (fig.), 432
static and dynamic geometry, 433–434