Index[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] GAC (Global Assembly Cache) game engine levels, adding camera flybys 2nd 3rd loading current level 2nd random camera locations 2nd updating levels 2nd variables 2nd players, adding cleaning up players 2nd declaring players event handlers 2nd graphics objects 2nd rendering players 2nd 3rd updating players 2nd game engines particle systems, adding 2nd preparing for play 2nd Tankers game creation code 2nd executable entry point 2nd 3rd framework 2nd 3rd 4th Tankers game, adding declarations 2nd game engine, preparing for play 2nd games, starting 2nd 3rd network object initialization 2nd player connections 2nd 3rd player event handling 2nd sound engine initialization games 2nd 3rd [See also KartRacers] [See also KartRacers, Tankers] ammunition/bullets Bullet class declaration 2nd Bullets collection 2nd 3rd cleaning up collision detection 2nd creating 2nd firing IMoveableObject interface 2nd initial position and velocity 2nd 3rd lifetime rendering with alpha transparency 2nd updating 2nd Blockers project, creating 2nd 3rd 4th 5th blocks BlockColor enumeration controlling 2nd 3rd initial implementation 2nd rendering 2nd selecting next block color 2nd bullets and ammunication firing 2nd bullets and ammunition fire messages, sending over Internet Camera classes frustum planes 2nd 3rd IMoveableObject interface 2nd initial implementation 2nd properties 2nd collision detection face objects arrays 2nd 3rd HitTest method 2nd 3rd SingleFace objects 2nd compiling 2nd console applications simple C# console application 2nd simple VB.NET console application 2nd detail, controlling level of progressive meshes 2nd simplification meshes simplifying meshes 2nd 3rd 4th 5th 6th development 2D compared to 3D 2nd 3rd 4th 5th design specifications 2nd 3rd 4th developers 2nd 3rd game ideas 2nd object models process 2nd proposals 2nd 3rd tools 2nd 3rd 4th Direct3D devices, creating behavior flags 2nd callbacks 2nd CreateDevice method event handling 2nd events 2nd framework callback interfaces 2nd framework event handlers 2nd games, starting 2nd hardware devices Initialize method IsDeviceAcceptable method MainLoop method ModifyDevice method reference rasterizer devices software rendering devices user input handlers 2nd frame rate output, displaying 2nd 3rd 4th high-resolution timers 2nd 3rd code listing 2nd 3rd 4th initializing QueryPerformanceCounter method QueryPerformanceFrequency method variables level class 2nd camera flybys 2nd 3rd code listing 2nd detecting 2nd game wins/losses, checking for 2nd instantiating 2nd 3rd level creator 2nd 3rd 4th 5th 6th 7th loading current level 2nd player movement, controlling 2nd 3rd 4th players and blocks, updating 2nd public properties 2nd 3rd random camera locations, creating 2nd rendering 2nd updating 2nd 3rd 4th user input, responding to 2nd variables 2nd levels creating 2nd 3rd 4th lost devices, handling 2nd 3rd 4th mesh hierarchies loading 2nd 3rd 4th properties 2nd 3rd rendering 2nd 3rd Tank class example 2nd 3rd 4th 5th 6th updating 2nd 3rd 4th meshes cleaning 2nd 3rd declaring loading 2nd 3rd 4th progressive meshes 2nd rendering 2nd 3rd simplifying 2nd 3rd 4th 5th 6th 7th multiplayer access over Internet 2nd cleanup 2nd client/server architecture 2nd data transfer 2nd 3rd 4th event handlers 2nd 3rd Internet, checking for 2nd networking engine implementation 2nd networking engine initialization 2nd peer-to-peer architecture 2nd sessions, connecting to 2nd sessions, hosting 2nd sessions, joining 2nd particle systems adding to game engine 2nd event handlers and cleanup 2nd instance variables 2nd particle structure declarations 2nd particles, creating 2nd 3rd point sprites rendering 2nd 3rd 4th SpecialEffects class constructor 2nd SpecialEffects class declarations 2nd updating 2nd vertex buffers 2nd performance boxing 2nd 3rd Managed DirectX 2nd 3rd 4th 5th methods 2nd native assembly generation 2nd players cleaning up 2nd connections 2nd 3rd creating 2nd declaring device resets, handling 2nd event handlers 2nd event handling 2nd fire events, handling 2nd graphics objects 2nd IMoveableObject interface 2nd joystick input, handling 2nd 3rd 4th mouse and keyboard input, handling 2nd 3rd moving 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Player class 2nd 3rd 4th 5th player mesh 2nd properties 2nd rendering 2nd 3rd 4th 5th 6th rendering player names 2nd updating 2nd 3rd 4th 5th 6th 7th 8th updating;Update method 2nd updating;UpdateJoystick method 2nd 3rd projects, creating assemblies 2nd back buffers empty framework 2nd IDeviceCreation interface 2nd pure hardware devices windowed mode render targets creating 2nd 3rd rear-view mirror, displaying rendering scenes to 2nd rendering [See rendering] Render method 2nd 3rd 4th Tankers game 2nd 3rd 4th shaders directional lighting shaders 2nd 3rd pixel shaders 2nd 3rd 4th shader models vertex shaders 2nd 3rd 4th 5th 6th 7th 8th 9th sky boxes creating 2nd 3rd 4th 5th sound playing 2nd sound engine 2nd 3rd 4th specular highlights per-pixel specular shaders 2nd 3rd 4th per-vertex specular shaders 2nd 3rd RenderScene method 2nd starting 2nd Tankers 2nd 3rd textures releasing from pool 2nd texture pool classes 2nd UI buttons mouse events, handling 2nd UiButton class 2nd UI screens [See UI screens] abstract UI class 2nd event handling rendering 2nd 3rd UiScreen class 2nd wins/losses, checking for 2nd GameWon method 2nd GetBulletStartLocation metjod GetTankTexture method Global Assembly Cache (GAC) go-kart game [See KartRacers] go-karts meshes cleaning up 2nd creating 2nd 3rd rear-view mirror effect creating 2nd 3rd displaying rendering 2nd go-karts (KartRacers game) specular highlights per-pixel specular shaders 2nd 3rd 4th per-vertex specular shaders 2nd RenderScene method 2nd graphics players 2nd textures releasing from pool 2nd texture pool classes 2nd |