Beginning 3D Game Programming

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]

data types 2nd 3rd

     bool     double

     float     half

     int debugging [See also support code]

declarations     Tankers game 2nddeclaring

     meshes     players    variables

         HLSL (High-Level Shader Language) 2nd 3rd

design

     KartRacers game 2nd 3rd

     Tankers game 2nd 3rd    UI buttons

         mouse events, handling 2nd

         UiButton class 2nd     UI screens

         abstract UI class 2nd         event handling

         rendering 2nd 3rd         UiScreen class 2nd design specifications 2nd 3rd 4th

designing UI screens

    3D models, rendering

         Draw method 2nd

         tank colors 2nd

         tank selection model 2nd 3rd

         tank textures 2nd

    character selection screen

         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

    main menus         adding to game engine 2nd 3rd

         buttons 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th

         dialogs 2nd

         Enter Host screen items

         event handling 2nd

         fonts

         MainUiScreen class 2nd 3rd 4th 5th 6th         rendering 2nd 3rd 4th

         Select Host screen items 2nd         textures 2nd 3rd 4th

         user input, handling 2nd 3rd 4th 5th    quit screens

         cleaning up 2nd         event handlers         keyboard input 2nd 3rd

         player statistics text 2nd 3rd 4th 5th         QuitScreen class implementation 2nd         rendering 2nd

         user input handlers 2nd

     text boxes 2nd 3rd 4th 5th 6th 7th 8th

detail, controlling level of

     progressive meshes 2nd     simplifying meshes 2nd 3rd 4th 5th 6th 7th

         Clean method 2nd 3rd

         SimplificationMesh object 2nd         Simplify method 2nd 3rd 4th

detecting     levels 2nd

detecting collisions [See collision detection] developers 2nd 3rd development

     2D compared to 3D 2nd 3rd 4th 5th

     design specifications 2nd 3rd 4th

     developers 2nd 3rd

     game ideas 2nd

     object models

     process 2nd

     proposals 2nd 3rd

     tools 2nd 3rd 4th

DeviceLost event 2nd

DeviceLostException exception 2nd

DeviceReset event 2nd

devices

     enumerating         display modes, sorting 2nd         Enumerate method 2nd 3rd

         EnumerateDeviceCombos method 2nd 3rd

         EnumerateDevices method 2nd 3rd         Enumeration class

         game engine constructors 2nd

devices, creating

     behavior flags 2nd

     callbacks 2nd

     CreateDevice method

     event handling 2nd     events 2nd

     framework callback interfaces 2nd     framework event handlers 2nd

     games, starting 2nd     hardware devices

     Initialize method     IsDeviceAcceptable method     lost devices, handling 2nd 3rd 4th

     MainLoop method     ModifyDevice method     reference rasterizer devices

     software rendering devices

     user input handlers 2nd

diagrams

     Tankers game 2nd diagrams (UML) 2nd

Dialog variable (KartRacers)

DialogElement class 2nddialogs

     resizing dialogs, creating 2nd

Direct3D    cameras         creating 2nd 3rd 4th

     devices, creating

         behavior flags 2nd

         callbacks 2nd

         CreateDevice method

         event handling 2nd

         events 2nd

         framework callback interfaces 2nd

         framework event handlers 2nd

         games, starting 2nd

         hardware devices

         Initialize method

         IsDeviceAcceptable method

         MainLoop method         ModifyDevice method         reference rasterizer devices

         software rendering devices

         user input handlers 2nd     lost devices, handling 2nd 3rd 4th

directional lighting shaders 2nd 3rd

directional lights 2nd 3rd

directives

     USE_HIGH_RES

DirectPlay

     cleanup 2nd     client/server architecture 2nd

     data transfer 2nd 3rd 4th         messages, receiving 2nd

         messages, sending 2nd 3rd         network statistics, checking

         player properties 2nd         position and orientation, sending 2nd     event handlers 2nd 3rd

     Internet, checking for 2nd    networking engine         implementation 2nd

         initialization 2nd

     peer-to-peer architecture 2nd

    sessions

         connecting to 2nd         hosting 2nd

         joining 2nd

DirectSound [See sound]DirectX

     DirectPlay         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

    Managed DirectX

         event model 2nd 3rd

         speed 2nd

DirectX assembly

DisableDriverManagement flag

display modes, sorting 2nddisplaying     frame rate output 2nd 3rd 4th

Dispose method 2nd

double data typeDraw method

     blocks

     levels

     particle systems 2nd

     tanks

     tanks, rendering 2nd

     text boxes     UiButton class

     UiScreen class Draw2D method

DrawFrame method DrawMeshContainer method 2nd

DrawPlayerName method DriverInternalErrorException exception

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