List of Figures


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.




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

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