V

variables vs. constants and optimization, 172

VBOs, static and dynamic geometry, 433

vecmath, 260–261

vector and matrix API (Java3D), 260–261

Vector class, 191, 261–269

vector projection, 479–480

vector reflection and collision detection, 47

vectors

described, and 3D graphics, 366–367

Listener class’s ‘up’ and ‘at’ (fig.), 93

velocity

audio programming, 104

tinkering with Doppler effect, 107–108

verification of classes, 157

vertex arrays as VBOs, 433

vertex processing

JOGL’s, 403–404

OpenGL, 386–387, 396

vertex transformation, deformation, 457–458

VertexArraySets, static and dynamic (fig.), 434

vertical sync (VSYNC), 29–30

video card memory (VRAM), 73–74

video graphics cards, 355

video modes, choosing for games, 58–63

view culling, 445, 447

view frustrum culling, 449–450

virtual key (VK) codes, generating, 26

virtual methods vs. statically bound methods, 188

virtual reality (VR) systems, 356

visibility culling

and optimizations, 180

scene graph, 447–455

VM (Java virtual machine)

compiled representation, 152–155

embedding, and using Java as scripting language, 345

floating-point numbers, 242

garbage collector (GC), 167–171

introduction, structure, 151–153

loading process, 157–158

math performance. See math performance

runtime execution optimizations, 162–167

runtime representation, 155–157

volatile images, loading, 74

VolatileImage class, 73–77

Voodoo by 3dfx graphics accelerator cards, 356

VR (virtual reality) systems, 356

VSYNC (vertical sync), 29–30



Practical Java Game Programming
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171

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