Game Coding Complete
O
[o]*, 77
[o]+, 77
Obj directory, purpose of, 101
Object instances, geometry data, 294
Object space, transforming into world space, 303
Objects
attributes of, 474
handedness, converting, 287
movement of, tracking, 134
moving linearly, 294–295
programming tasks associated with, 474
rotating, 295–297, 299
transform matrices, 293–294
OEM scan code, 138
definition of, 134
OnChangeState() function, 143
OnControl() function, 144, 154
One axis controllers, device-handling code for, 126
OnKeyDown() function, 347
OnKeyUp() function, 347
Open maps, 277–280
Open source compression system, 260–261
OpenGL
versus Direct3D, 38–39
drivers, 15
Operating system related bugs, 528–529
debugging, 454–455
remote debugging for, 422
Operating systems
API compatibility, 381–382
beta versions, testing games against, 505
game development for, 15–16
Game Registry keys, creating, 382
types of, 381–384
UNICODE, 381–382
Operator overloads, avoiding, 46–47
Optical media, rotation speed of, 257
Optimization, programming tasks associated with, 474
Optional<T> template class, 89–93
Optional variables, supporting Optional<T> with, 88–94
Origin Systems, 1, 255
FLX files, 265
Out-of-core data structure, 67
$(OutDir), 105–106
OutputDebugString function, 442
Overdraw, avoiding, 26–27
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