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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