G


Index


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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



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

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