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] particle systems adding to game engines 2nd event handlers and cleanup 2nd instance variables 2nd particle structure declarations 2nd particles, creating 2nd 3rd point sprites rendering 2nd 3rd 4th 5th SpecialEffects class constructor 2nd SpecialEffects class declaration 2nd updating 2nd vertex buffers 2nd paths updating peer-to-peer architecture 2nd performance boxing 2nd 3rd Managed DirectX event model 2nd 3rd speed 2nd methods 2nd native assembly generation 2nd PespectiveFovLH method pipeline [See also HLSL (High-Level Shader Language)] fixed function pipeline programmable pipeline 2nd effects system 2nd pixel shaders 2nd 3rd 4th pixels per-pixel specular shaders 2nd 3rd pixel shaders 2nd 3rd 4th planning games 2D compared to 3D 2nd 3rd 4th 5th design specifications 2nd 3rd game ideas 2nd proposals 2nd 3rd Player class 2nd 3rd 4th 5th constructor 2nd Player constructor player mesh 2nd playerHeight variable players character selection screens adding to game engine 2nd 3rd 4th 5th button click events, handling 2nd creating 2nd 3rd directional lights 2nd 3rd player colors rendering 2nd SelectLoopyScreen class 2nd textures 2nd user input, handling 2nd cleaning up 2nd connections 2nd 3rd controlling movement of 2nd 3rd 4th creating 2nd declaring device resets, handling 2nd event handlers 2nd event handling 2nd fire events, handling 2nd graphics objects 2nd IMoveableObject interface 2nd input, responding to 2nd joystick input, handling 2nd 3rd 4th mouse and keyboard input, handling 2nd 3rd moving 2nd 3rd direction enumeration MoveTo method normalization SetDirection method 2nd Update method 2nd 3rd 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 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 9th 10th Update method 2nd UpdateJoystick method 2nd 3rd playing sound 2nd point sprites pools releasing textures from 2nd texture pool class 2nd programmable pipeline 2nd 3rd [See also HLSL (High-Level Shader Language)] effects system 2nd progressive meshes 2nd ProgressiveMesh class 2nd Project command (New menu) projects creating assemblies 2nd back buffers empty frameworks 2nd IDeviceCreation interface 2nd pure hardware devices windowed mode properties buttons 2nd cameras 2nd levels 2nd 3rd mesh hierarchies 2nd 3rd players 2nd text boxes proposals 2nd 3rd pure hardware devices PureDevice flag |