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]

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 2ndpaths

     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

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