P


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



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

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