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Chapter 2: What's in a Game?
Figure 2.1: Screenshots from Riven by Cyan.
Figure 2.2: Screenshots of Diablo II by Blizzard.
Figure 2.3: Screenshot of Hoyle Cards by Sierra and Marvel vs. Capcom 2 by Marvel/Capcom.
Figure 2.4: Screenshots of Microsoft Flight Simulator 2002 by Microsoft.
Figure 2.5: Screenshots of Grand Theft Auto— Vice City by Rockstar.
Figure 2.6: Screenshots of Ultima IX— Ascension and Ultima Online by Origin Systems.
Figure 2.7: Ambidextrous Creatures from Ultima Online.
Figure 2.8: Screenshots of Grim Fandango by Lucas Arts.
Chapter 4: Building Your Game
Figure 4.1: AlienBrain from NXN.
Figure 4.2: Visual Build Pro from Kinook Software.
Chapter 5: User Interface Programming and Input Devices
Figure 5.1: The Find Window with Spy++.
Figure 5.2: A Screen Manager Is a Container for Game Screens.
Figure 5.3: A Screen Is a Container for Controls.
Figure 5.4: A Modal Dialog Box.
Figure 5.5: The Four States Used with Controls.
Chapter 6: 2D Stuff Every Game Programmer Should Know
Figure 6.1: How Tearing Can Impact a Display.
Figure 6.2: The Difference between Width and Pitch.
Figure 6.3: A Background, a Sprite with a Color Key, and the Intended Result.
Figure 6.4: A Typical Character Set.
Figure 6.5: Values for LOGFONT to Display Different Fonts.
Figure 6.6: Displaying Fonts with Antialiasing Effects.
Figure 6.7: Using a Drop Shadow to Display Text.
Figure 6.8: Z-Order Sprites.
Figure 6.9: A Hand Pointer's Hot Spot Is at the Tip of the Finger.
Figure 6.10: Store Multi-Frame Animations in a Filmstrip.
Chapter 8: Loading and Caching Game Resources
Figure 8.1: Grayscale Banding Patterns for Different Bit Depths.
Figure 8.2: iPac Application Window.
Figure 8.3: Creating a Working Directory.
Figure 8.4: The Resource Properties Dialog.
Figure 8.5: The PAD File Header.
Figure 8.6: The PAD Folder Header.
Figure 8.7: The PAD Resource Header.
Figure 8.8: The PAD Graphic Source Header.
Figure 8.9: Ultima VII's Main Map.
Chapter 9: 3D Graphics all Game Programmers Must Master
Figure 9.1: Dot Products.
Figure 9.2: Dot Products Used for Backfacing.
Figure 9.3: Dot Products Can't Find Targets.
Figure 9.4: A Cross Product.
Figure 9.5: A Cross Product and A Dot Product Can Find a Target.
Figure 9.6: Displaying a Teapot in 3D.
Figure 9.7: The Infamous Unit Circle.
Figure 9.8: The Teapot— Rotatedt-
π
/4 Degrees about the Y-Axis.
Figure 9.9: The Teapot— Rotation Applied after Translation.
Figure 9.10: The Teapot— Translation Applied after Rotation.
Figure 9.11: The Teapot— Two Rotations and One Translation.
Figure 9.12: The Teapot Oriented with Quaternions.
Figure 9.13: Vertex Normals on the Teapot.
Figure 9.14: A Sample Texture.
Figure 9.15: A 128x128 Texture with Alternating White and Black Vertical Lines.
Chapter 10: 3D Engines
Figure 10.1: A Basic Scene— Teapots, Little Balls, and Some Grids.
Chapter 12: Debugging Your Game
Figure 12.1: Using the Visual Studio.NET Debugger.
Figure 12.2: Running MSVCMON with the -alluser Switch.
Figure 12.3: Artist's Rendering of Earwax Blowing out of Mr.Mike's Ears.
Chapter 14: Everything (You Hate) to Know About Testing
Figure 14.1: Daily Active Bug Count Graph.
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Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
The .NET Developers Guide to Directory Services Programming
Summary
.NET Directory Services Programming Landscape
Group Management
Summary
Error 0x8007202F: A constraint violation occurred.
C++ GUI Programming with Qt 3
Getting Started
Handling Files and Directories
Maps
XML
Using Qts Classes in Non-GUI Threads
C++ How to Program (5th Edition)
Exercises
Queues
D.5. Converting from Decimal to Binary, Octal or Hexadecimal
E.6. Program Termination with exit and atexit
J.11. Intermediate XHTML Tables and Formatting
Service-Oriented Architecture (SOA): Concepts, Technology, and Design
Part III: SOA and Service-Orientation
Classifying service model logic
Part V: Building SOA (Technology and Design)
Introduction to service-oriented design
Service interface design tools
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Basic ImageReady Animation, Tweening, and Layer Styles
Exaggeration Equals Characterization
Rotoscoping Techniques with Photoshop
Matte and Keying Plug-ins
Atmosphere, Film, and Noise Effects
The Lean Six Sigma Pocket Toolbook. A Quick Reference Guide to Nearly 100 Tools for Improving Process Quality, Speed, and Complexity
Working with Ideas
Voice of the Customer (VOC)
Descriptive Statistics and Data Displays
Variation Analysis
Identifying and Verifying Causes
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