M


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]

main menus
     adding to game engine 2nd 3rd
     buttons 2nd 3rd
         event handling 2nd 3rd 4th 5th
         hooking events to 2nd
         properties 2nd
         variables
     dialogs 2nd
     Enter Host screen items
     event handling 2nd
     fonts
     MainUiScreen class 2nd
         code listing 2nd
         constructor 2nd
     rendering 2nd 3rd 4th
     Select Host screen items 2nd
     text boxes
         event handlers 2nd
         properties
         rendering 2nd
         UITextBox class implementation 2nd
     textures 2nd 3rd 4th
     user input, handling 2nd 3rd 4th 5th
Main method
     KartRacers
MainLoop method
MainUiScreen class 2nd
     code listing 2nd
     constructor 2nd
managed code 2nd
Managed DirectX
    assemblies
         referencing 2nd
     event model 2nd 3rd
     speed 2nd
managed languages
math
    coordinate systems
         2D Cartesian coordinates 2nd 3rd
         3D Cartesian coordinates
         left-handed 2nd 3rd
         local coordinate systems 2nd 3rd
         right-handed 2nd 3rd
         triangles 2nd
         vertices
     matrices 2nd 3rd 4th 5th 6th
         advantages of 2nd
         defined
         multiplication 2nd 3rd 4th
     rotation 2nd
     scaling
     translation
     vectors 2nd 3rd 4th
         addition
         calculating velocity of
         defined
         multiplication
         normalized vectors 2nd
         subtraction
matrices 2nd 3rd 4th 5th 6th
     advantages of 2nd
     defined
    frame matrices
         updating 2nd
     multiplication 2nd 3rd 4th
MaximumMoves property (levels)
Maya
media configuration file (KartRacers) 2nd
memory
    buffers
         index buffers
    cache
         GAC (Global Assembly Cache)
     leaks
memory leaks
Mesh objects [See meshes]
meshes
     cleaning 2nd 3rd
     declaring
    go-kart meshes
         cleaning up 2nd
         creating 2nd 3rd
     go-kart track 2nd
     loading 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
     player mesh 2nd
     progressive meshes 2nd
     rendering 2nd 3rd
     simplifying 2nd 3rd 4th 5th 6th 7th
         Clean method 2nd 3rd
         SimplificationMesh object 2nd
         Simplify method 2nd 3rd 4th
MeshFlags enumeration
MeshFlags.Managed flag
methods [See names of specific methods]
     performance considerations 2nd
mirrors, rear-view [See rear-view mirror effect]
MixedVertexProcessing flag
models
     object models
     UML (Unified Modeling Language) 2nd
modes
     pure hardware devices
     windowed mode
ModifyDevice method
ModifyDeviceSettings method
mouse events, handling 2nd 3rd 4th 5th
mouse input
     handling 2nd 3rd
mouse input, handling
    OnMouseEvent method
         Tankers game 2nd
movement of players
     controlling 2nd 3rd 4th
MovePlayerZ method
MoveTo method 2nd
moveToPos variable
moving
     players 2nd 3rd
         direction enumeration
         MoveTo method
         SetDirection method 2nd
         Update method 2nd 3rd
     playersnormalization
multiplayer games
     Internet access 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
multiplication
     matrices 2nd 3rd 4th
     vectors
Multithreaded flag



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

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