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