Index_A


A

Abrash, Michael, 198

Action mapping, 126–127

Active controls, tracking, 143–144, 154

AddRef() method, 52–53

Aho, Alfred V., 80

AI

debugging code for, 434

programming tasks associated with, 474

AI character, 150

AlienBrain, 108

Alpha blending, 21

in same color channel, 174–175

Alpha channels, copying surfaces with, 174–182

Alt keys, handling in Windows, 139

Amateur developers, 3

Ambient lighting, 310

Animation, 29–33

of controls, 156–157

of sprites, 191–196

Animation data, 32

Animations

compressing, 31

execution speed of, 195

frame rate, 194–195

milliseconds per frame, 195

multi-frame, organizing, 191–192

pre-rendering, 29

storage requirements, 29–30, 32–33

ANSI rand() function, inadequacy of, 84

Antialiasing to background, 171, 186

Application failure. See also Bugs; Debugging.

handling, 412–414

Arccosine, 290

Archives

rebuilding games from, 560–561

restoring, 560

testing, 560–561

ARGB format, 175

Art, 29–33

8-bit formats, 253

16-bit formats, 253

24-bit formats, 253

bit depths of, 161, 199

bitmaps, 252–253

graphics file formats for, 198–200, 252–257

lossy compression for, 253–254

splitting ARGB, 175

textures, 252–253

Artists, 4

task inventory development for, 478

Aspect ratio, 305

Assembly code, 412

debugging, 436–438

Asset-based scheduling, 475–476

Attributes of objects, programming tasks associated with, 474

Audio.

See also Sounds.

initializing, 222

Automated testing, 506–515

Axis aligned bounding boxes (AABB), 356




Game Coding Complete
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139

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