Index_T


T

Takuji, Nishimura, 84

$(TargetDir), 105–106

$(TargetName), 105–106

$(TargetPath), 105–106

Targets, draw helpers for, 440

Task inventory, 475–477

collecting, 477–479

time estimates for tasks, 479–480, 483

TCP, 39–40

Teapotahedron, 340–344

Tearing, 162–163

Test directory, purpose of, 102

Test plans, 494–495

TestCooperationLevel, 372–373

Testing, 44

automated, 506–515

against Beta version of operating systems, 505

bug report, sample, 522–525

configuration tests, 495, 503–505

functional tests, 494–499

internal testing groups, 534

memory, adding additional, 72

playability tests, 494, 502

public beta test, 535–536

publisher testing groups, 534–535

scheduling, 505–506

stress tests, 494, 499–502

test plans, 494–495

usability tests, 495, 502–503

Testing teams, 506, 534–535

beta testers, 535–536

console manufacturer testers, 535

internal testers, 534

out of house testers, 535

publisher testers, 534–535

test lead, 535

test manager, 535

Text, drawing, 182–188

Texture coordinates, 311

Textured objects, scintillation of, 321

Textured vertices, 311–312

Textures, 32, 283

bi-linear filtering, 322

creating, 319–320

frequency of, 321–322

mip-mapping, 322–323

storage formats, 252–253

subsampling and, 321–322

tiling, 312

tri-linear filtering, 323

Texturing, 319–321

Time estimates for tasks, 479–480

Tokens, defining, 80

Tools, programming tasks associated with, 474

Tooltips, 156

Tradeshows, 8

Transfer rate, 21

Transform matrices, 293–294

for vectors to quaternions, 302

for world space vertices to camera space, 304

Transform rate, 22

TransformNode

code definition of, 332–333

implementing, 333–334

matrix concatenation with, encapsulating, 334

Transforms, 284

multiple, 298–299

order of, 299

projection transformation, 305–306

rotations, 295–297, 299

translations, 294–295

view transformations, 303–304

world transforms, 303

Translation matrices, 294

Translation transforms, DirectX code for, 298

Translation vectors, 350

Tree directories, creating, 387–388

Tri-linear filtering, 323

Triangle fan, 312

Triangle list, 312

Triangle meshes, 312–314

indexed, 314–318

Triangle strip, 312

Triangles, 283, 306–307

vertices of, 306

Triggers, programming tasks associated with, 473

Triple buffering, 164

Two axis controllers, 127–134

device-handling code for, 126




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

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