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]

main menus

     adding to game engine 2nd 3rd     buttons 2nd 3rd

         event handling 2nd 3rd 4th 5th         hooking events to 2nd

         properties 2nd         variables

     dialogs 2nd     Enter Host screen items     event handling 2nd

     fonts     MainUiScreen class 2nd         code listing 2nd

         constructor 2nd

     rendering 2nd 3rd 4th

     Select Host screen items 2nd

     text boxes         event handlers 2nd

         properties

         rendering 2nd         UITextBox class implementation 2nd

     textures 2nd 3rd 4th     user input, handling 2nd 3rd 4th 5th

Main method     KartRacers MainLoop method

MainUiScreen class 2nd

     code listing 2nd

     constructor 2nd

managed code 2nd

Managed DirectX

    assemblies

         referencing 2nd

     event model 2nd 3rd

     speed 2nd

managed languages

math

    coordinate systems

         2D Cartesian coordinates 2nd 3rd         3D Cartesian coordinates         left-handed 2nd 3rd

         local coordinate systems 2nd 3rd

         right-handed 2nd 3rd         triangles 2nd

         vertices

     matrices 2nd 3rd 4th 5th 6th

         advantages of 2nd

         defined

         multiplication 2nd 3rd 4th

     rotation 2nd     scaling

     translation     vectors 2nd 3rd 4th

         addition         calculating velocity of

         defined         multiplication         normalized vectors 2nd

         subtraction matrices 2nd 3rd 4th 5th 6th     advantages of 2nd

     defined

    frame matrices

         updating 2nd

     multiplication 2nd 3rd 4th MaximumMoves property (levels)

Maya

media configuration file (KartRacers) 2ndmemory

    buffers         index buffers

    cache         GAC (Global Assembly Cache)     leaks

memory leaks

Mesh objects [See meshes]

meshes

     cleaning 2nd 3rd

     declaring

    go-kart meshes

         cleaning up 2nd

         creating 2nd 3rd

     go-kart track 2nd

     loading 2nd 3rd 4th

     mesh hierarchies

         loading 2nd 3rd 4th

         properties 2nd 3rd         rendering 2nd 3rd         Tank class example 2nd 3rd 4th 5th 6th

         updating 2nd 3rd 4th

     player mesh 2nd     progressive meshes 2nd

     rendering 2nd 3rd

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

         Clean method 2nd 3rd

         SimplificationMesh object 2nd

         Simplify method 2nd 3rd 4th

MeshFlags enumeration MeshFlags.Managed flag

methods [See names of specific methods]     performance considerations 2nd

mirrors, rear-view [See rear-view mirror effect] MixedVertexProcessing flag

models     object models     UML (Unified Modeling Language) 2nd

modes     pure hardware devices     windowed mode

ModifyDevice method

ModifyDeviceSettings method

mouse events, handling 2nd 3rd 4th 5th

mouse input     handling 2nd 3rd

mouse input, handling

    OnMouseEvent method         Tankers game 2nd

movement of players     controlling 2nd 3rd 4th

MovePlayerZ method MoveTo method 2nd moveToPos variable

moving

     players 2nd 3rd

         direction enumeration

         MoveTo method

         SetDirection method 2nd

         Update method 2nd 3rd

     playersnormalization

multiplayer games

     Internet access 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

multiplication

     matrices 2nd 3rd 4th

     vectors

Multithreaded flag

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