Mac OS, game development for, 15
Main application window, 222
Main branch, 112
Main loop, 43–44, 201, 225–246
check routines in, 439
checklist for, 225
code, changing, 226–227
display, rendering and presenting, 231–233
game state, updating, 233–235
game world, simulating, 43
player input, grabbing and translating, 43
screen rendering, 43–44
Makoto, Matsumoto, 84
MAP files, 414–415
MapViewOfFile, alternatives to, 69
MapViewOfFileEx, alternatives to, 69
Markerfile, searching for, 403–405
Market, racing to, 558
Marvel vs. Capcom (Marvel/Capcom), 25
Mason, Tony, 77
Master inventory of features, 475–476
Mastering Regular Expressions (Freidl), 78
Material node, 355
Materials, 283, 318–319
default setting, 319
Math
matrix mathematics, 293–300
quaternion mathematics, 300–304
vector mathematics, 288–293
Matrix mathematics, 293–300
Matrix multiply API, 298
M_Count, 58
Memory
access to, optimizing, 64–65
alignment of, 65–67
draw helpers for, 440
types of, 59–64
using, 59–72
virtual, 67–68
Memory configuration, stress testing, 499–500
Memory leaks
debugging, 444–448
fixing, 526
Memory Managers
C runtime in, using, 70
debugging features, adding, 71
default, 71
leak detecting in, 72
simple, 71
small memory allocations, 72
writing, 70–72
Memory Mapped Files
on CD-ROM, 69
purpose of, 68
using, 68–69
Win32, reading, 68–69
Memory surfaces, 165–167
Mersenne Twister pseudorandom number generator, 84–87
Meshes, 32, 283
creating, 339
triangle meshes, 312–318
MeshNode, code definition of, 339
Message boxes, creating, 145
MessageBox, 146
Messages, 124
Methods, memory addresses of, 414–415
MFC, 365–368
advantages of, 366–368
disadvantages of, 365–366
windows of, 222
Microsoft, 109, 111
logo compliance for, 15–16, 338–410
Microsoft Debugging Tools, 420
Microsoft Flight Simulator 2002 (Microsoft) game world design, 26–27
Microsoft Foundation Classes. See MFC.
Microsoft Project, 471–473
Microsoft Spy++, 129–130
Microsoft Symbol Server, 420
Microsoft Windows game platform, 44
Miles Sound System (RAD Game Tools), 39, 363
versus Direct 3D, 363
versus DirectSound, 363
Milestones, 457, 459–471
acceptance time, 483, 485
Code Complete, 466–468, 540–541, 545
Content Complete, 468–469, 541–543
contributors, 459
deliverables, 459
descriptions of, 459–461, 485–486
Design and Functional Specification Draft, 463–464
due dates, 459, 484
First Production Milestone, Second Production Milestone..., 464–466
individual milestones document, 486–488
inserting in schedule, 484–485
production dates, 459
of programmers, 477
Project Kickoff, 462–463
project milestones document, 459–460, 485–486, 488
Release to Manufacturing (or Web), 470–471
risk assessment, 459
scheduling, 457, 459–471
title of, 459
Zero Bugs, 469–470, 540–542, 547
Mini-dumps
debugging, 424–429
definition of, 424
time stamps for, 429
writing, 425–429
MiniDumper class, 425–429
MiniDumpWriteDump function, 425
Mip-mapping, 320–323
Mirror node, 355
Modeling tools, 338–339
Mono versus stereo, 254
Mouse
buffer zone for mouse clicks, 128
capturing, 129–132
as context sensitive control, 128
dragging, 132–134
as input device, 127–134
standard conventions for, 127
Movement controller
implementing, 347–349
methods, 349
MPEG compression, 260
MSG_END_MODAL message, 147
MSVCMON.EXE utility, 422
Multi-monitor setup, 421–422
Multidimensional arrays, 64–65
Multithreaded bugs, debugging, 453–454
Multithreading, 279
Music, 41. See also Sounds.
storage formats, 254
MySound, 53–54