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Gamasutra 
Game Developer 
game loop architecture  2nd 
    AI and game logic 
    display synchronization 
    frame rendering 
    initialization 
    main game loop
        entering 
        repeating 
        simple game event loop  2nd  3rd  4th 
    player input 
    shutdown 
game loops
    entering 
    repeating 
    Shadow Land  2nd 
    simple game event loop  2nd  3rd  4th 
    timing and synchronization  2nd  3rd  4th 
game programming resources  2nd 
    Usenet newsgroups  2nd 
    Web sites  2nd 
        2D/3D engines  2nd 
        Belm Design Group 
        Blues News (italic)  2nd 
        bookstores  2nd 
        download sites 
        eGameZone.net 
        Gamasutra (italic) 
        Game Developer (italic) 
        Microsoft DirectX Multimedia Exposition 
        NuRvE Networks 
        Xbox 
        Xtreme Games LLC 
game universe
    collisions
        2D object-to-object collision response  2nd  3rd  4th  5th  6th 
        coefficient of restitution  2nd 
        conservation of momentum  2nd 
        elastic/non-elastic 
        final velocities  2nd  3rd 
        final velocity  2nd 
        impact events 
        impulse force 
        line intersections  2nd  3rd  4th  5th  6th  7th 
        linear momentum 
        momentum transfer  2nd 
        n-t coordinate system  2nd  3rd  4th  5th  6th 
        restoration 
        sample collision algorithm  2nd 
        tangential momentum/velocities 
        vector reflection  2nd  3rd  4th  5th  6th  7th  8th  9th 
        x,y bounce physics  2nd  3rd 
    Outpost game  2nd  3rd 
    particle systems  2nd 
        designing  2nd  3rd  4th 
        example 
        initial conditions  2nd  3rd  4th  5th  6th 
        particle engine  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        particle model  2nd 
    physics modeling  2nd  3rd 
        acceleration  2nd  3rd  4th  5th  6th 
        data structures  2nd  3rd 
        force  2nd  3rd  4th  5th 
        force feedback 
        friction  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 
        gravity effects  2nd  3rd  4th  5th  6th 
        kinematics  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 
        mass  2nd 
        momentum  2nd  3rd  4th  5th  6th  7th 
        position  2nd 
        projectile trajectories  2nd  3rd  4th 
        time  2nd 
        time-based  2nd  3rd  4th  5th  6th  7th 
        velocity  2nd  3rd  4th  5th  6th 
    text games  2nd  3rd  4th 
Game_Init() function  2nd 
Game_Main() function  2nd 
    FreakOut game  2nd 
Game_Main() method
    clipping example  2nd  3rd 
    double buffering example  2nd  3rd  4th 
    memory filling example  2nd 
    page flipping example  2nd  3rd 
    timing and synchronization  2nd 
Game_Shutdown() function  2nd 
games
    collision detection 
        bounding boxes  2nd 
        bounding spheres/circles  2nd  3rd  4th  5th 
        point containment  2nd  3rd 
    collisions
        2D object-to-object collision response  2nd  3rd  4th  5th  6th 
        coefficient of restitution  2nd 
        conservation of momentum  2nd  3rd  4th 
        deformation 
        elastic/non-elastic 
        final velocities  2nd  3rd 
        final velocity  2nd  3rd  4th 
        impact events 
        impulse force 
        kinetic energy  2nd 
        line intersections  2nd  3rd  4th  5th  6th  7th 
        linear momentum 
        momentum transfer  2nd 
        n-t coordinate system  2nd  3rd  4th  5th  6th 
        restoration 
        sample collision algorithm  2nd 
        tangential momentum/velocities 
        vector reflection  2nd  3rd  4th  5th  6th  7th  8th  9th 
        x,y bounce physics  2nd  3rd 
    demos 
        AI-controlled demos  2nd 
        prerecorded demos  2nd 
    designing  2nd 
        beta testing  2nd 
        brainstorming sessions  2nd  3rd 
        design documents  2nd 
        storyboards  2nd 
        types of games  2nd  3rd 
    FreakOut  2nd 
        BLACKBOX.CPP file 
        BLACKBOX.H file  2nd  3rd  4th  5th 
        DDRAW.DLL file  2nd 
        DDRAW.LIB file 
        FREAKOUT.CPP file  2nd  3rd  4th  5th  6th 
        Game_Main() function  2nd 
        WinMain() function  2nd 
    game loop architecture  2nd 
        AI and game logic 
        display synchronization 
        frame rendering 
        initialization 
        main game loop  2nd  3rd  4th  5th  6th 
        player input 
        shutdown 
    graphics.  [See graphics]
    history of  2nd  3rd  4th  5th  6th 
    multiple players 
        split-screen setups  2nd 
        turn-taking  2nd 
    Outpost  2nd 
        asteroid field  2nd 
        compilation files  2nd 
        compiling 
        design  2nd  3rd  4th 
        game universe  2nd  3rd 
        gunships  2nd  3rd 
        HUDs (Heads-Up Displays)  2nd  3rd  4th 
        outposts  2nd 
        particle system  2nd 
        playerÕs ship (Wraith)  2nd  3rd  4th 
        playing  2nd 
        power-ups  2nd  3rd 
        predator mines  2nd 
        runtime files  2nd 
        scrolling  2nd  3rd 
        tools and software  2nd  3rd 
    racing game  2nd 
    saving  2nd 
    Shadow Land
        ambient sound  2nd 
        Extract_Tokens() function  2nd 
        game loop  2nd 
        game universe  2nd 
        Get_Token() function  2nd 
        object placement database  2nd  3rd 
        player objectives  2nd 
        player structure  2nd 
        portability 
        productions  2nd  3rd  4th 
        static vocabulary table initialization  2nd 
        token data structure 
        Verb_Parser() function  2nd 
        vision scan  2nd 
        vocabulary  2nd  3rd  4th  5th  6th  7th  8th  9th 
        winning 
    T3D Game Console  2nd  3rd  4th 
        Game_Init() function  2nd 
        Game_Main() function  2nd 
        Game_Shutdown() function  2nd 
        WinMain() function  2nd  3rd 
    T3DLIB1 library  2nd 
        #define directives  2nd  3rd  4th 
        2D graphic primitives functions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        2D polygon functions  2nd  3rd  4th  5th  6th  7th  8th 
        bitmap functions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
        data types  2nd  3rd  4th  5th  6th 
        DirectDraw support functions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th 
        engine architecture  2nd 
        globals  2nd  3rd 
        macros  2nd 
        math and error functions  2nd  3rd  4th  5th  6th  7th 
        palette functions  2nd  3rd  4th  5th  6th  7th  8th  9th 
        structures  2nd  3rd  4th  5th  6th 
        T3DCONSOLE2.CPP  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
        utility functions  2nd  3rd  4th  5th 
    text games  2nd  3rd 
        .  [See also Shadow Land]2nd  [See also Shadow Land]
        action functions  2nd  3rd 
        data structures 
        defined  2nd  3rd  4th 
        error handling  2nd  3rd 
        game universe  2nd  3rd  4th 
        input  2nd  3rd 
        input parsers  2nd 
        inventory system  2nd 
        lexical analysis  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
        making things happen 
        moving around in  2nd 
        placing objects in  2nd  3rd 
        productions  2nd  3rd 
        real-time technology  2nd  3rd 
        semantic analysis  2nd 
        sight/vision  2nd  3rd  4th  5th  6th  7th  8th  9th 
        smell  2nd 
        sound  2nd  3rd  4th  5th  6th 
        structure and rules  2nd  3rd  4th  5th  6th 
        syntactical analysis  2nd  3rd  4th 
        vocabulary  2nd  3rd  4th  5th  6th  7th  8th 
    timing  2nd  3rd  4th  5th  6th 
        busy loops 
        GetTickCount() function  2nd 
        WinMain() example  2nd  3rd  4th 
        WM_TIMER message  2nd  3rd  4th  5th 
    types of games  2nd  3rd 
    user input (DirectInput)  2nd  3rd  4th  5th 
        data aquisition modes 
        DirectInput configuration  2nd  3rd  4th 
        force feedback  2nd  3rd  4th  5th  6th  7th  8th  9th 
        input loops  2nd 
        input system architecture  2nd  3rd  4th  5th  6th  7th 
        interfaces  2nd 
        joystick devices  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th  25th  26th  27th 
        keyboard devices  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd 
        main DirectInput object  2nd  3rd  4th  5th 
        mouse devices  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th 
        reaquisition  2nd  3rd 
        T3DLIB2.CPP generalized input system  2nd  3rd  4th  5th  6th  7th  8th  9th 
GAMES directory  2nd 
gamma control interface  2nd  3rd 
GDI (Graphics Device Interface)  2nd  3rd  4th  5th  6th 
    2D acceleration 
    3D acceleration 
    brushes
        creating 
        defined 
        deleting 
        example  2nd 
        hatched brushes 
        HBRUSH handle 
        selecting 
        solid brushes 
        styles  2nd 
    circles
        drawing  2nd  3rd 
    color depth 
    combining with DirectDraw  2nd  3rd  4th  5th 
    fonts  2nd  3rd 
    interlaced/noninterlaced displays 
    lines
        drawing  2nd  3rd 
    mapping modes 
    palletized modes  2nd 
    pens
        creating  2nd  3rd 
        defined 
        deleting  2nd 
        HPEN handle 
        line styles 
        selecting  2nd 
        stock objects  2nd 
    pixels 
    points
        drawing  2nd 
    polygons
        drawing 
    rectangles
        drawing  2nd  3rd 
    refresh rates 
    RGB modes  2nd 
    selection 
    text printing 
        DrawText() function 
        examples  2nd  3rd  4th 
        foreground/background color  2nd  3rd 
        TextOut() function 
        transparency mode 
    video resolution 
    VRAM (video RAM) 
    WM_PAINT message 
        BeginPaint() function  2nd 
        GetClientRect() function 
        GetDC() function 
        InvalidateRect() function  2nd 
        ReleaseDC() function  2nd 
        ValidateRect() function 
general form  2nd 
generalized input system (T3DLIB2.CPP) 
    DInput_Init() method 
    DInput_Init_Joystick() method 
    DInput_Init_Keyboard() method 
    DInput_Init_Mouse() method 
    DInput_Read_Joystick() method 
    DInput_Read_Keyboard() method 
    DInput_Read_Mouse() method 
    DInput_Release_Joystick() method 
    DInput_Release_Keyboard() method 
    DInput_Release_Mouse() method 
    DInput_Shutdown() method 
    T3D library  2nd 
generic data formats (DirectInput) 
genetic algorithms  2nd  3rd  4th 
genetic evolution 
Get_Clock() method  2nd  3rd 
Get_Line() function  2nd 
Get_Palette_Entry() method 
Get_Token() function  2nd  3rd 
GetAsyncKeyState() function  2nd  3rd  4th  5th  6th 
GetAsynKeyState() function 
GetCaps() method  2nd  3rd  4th  5th  6th  7th 
GetClientRect() function 
GetDC() function  2nd 
GetDC() method 
GetDeviceState() method  2nd  3rd 
    error codes  2nd 
GetDisplayMode() method 
GetMessage() function  2nd 
GetPixelFormat() method  2nd  3rd  4th 
GetStatus() method  2nd 
GetStockObject() function 
GetSurfaceDesc() method 
GetSystemInfo() function  2nd  3rd 
GetSystemMetrics() function  2nd  3rd  4th  5th  6th 
GetTextMetrics() function  2nd  3rd 
GetTickCount() function  2nd 
GetWindowDC() function 
GetWindowRect() method 
global variables  2nd 
Globally Unique Identifiers (GUIDs) 
globals
    T3DLIB1 library  2nd  3rd 
    T3DLIB3 sound library  2nd 
globals section (scripts) 
goals (AI plans)  2nd 
grahics contexts 
graphics
    .  [See also color]
    3D.  [See 3D graphics]
    bitmaps 
        16-bit  2nd 
        24-bit  2nd 
        8-bit  2nd  3rd 
        clipping  2nd  3rd  4th  5th  6th 
        copying  2nd  3rd  4th  5th  6th 
        data area 
        defined 
        drawing  2nd 
        file headers 
        forward mapping 
        functions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
        info section  2nd 
        inverse mapping 
        loading  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
        reading manually 
        rotating  2nd  3rd 
        scaling  2nd  3rd  4th  5th  6th  7th  8th 
        templated images 
        unloading  2nd 
    DirectDraw  2nd  3rd  4th 
        back buffers  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 
        bitmaps.  [See bitmaps]
        blitter  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th  21st  22nd  23rd  24th 
        clipping  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th  18th  19th  20th 
        color animation  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        color control interface  2nd  3rd 
        color depth 
        color modes.  [See high-color modes]
        color palettes  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        color rotation  2nd  3rd 
        color transforms and lookup tables  2nd  3rd 
        combining with GDI (Graphics Device Interface)  2nd  3rd  4th  5th 
        cooperation with Windows  2nd  3rd  4th  5th 
        DDCAPS structure  2nd  3rd 
        double buffering  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th 
        error handling  2nd  3rd  4th 
        full-screen mode 
        gamma control interface  2nd  3rd 
        interface pointers  2nd  3rd  4th  5th 
        interfaces  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th 
        objects  2nd 
        page flipping  2nd  3rd  4th  5th  6th  7th  8th 
        palettes  2nd 
        surface properties  2nd 
        surfaces  2nd 
        surfaces.  [See surfaces]
        video modes  2nd  3rd  4th  5th  6th  7th  8th 
        windowed applications  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th 
        windowed mode 
    DirectX components
        DirectDraw  2nd 
        DirectX Graphics 
    GDI (Graphics Device Interface)  2nd  3rd  4th  5th  6th 
        2D acceleration 
        3D acceleration 
        brushes  2nd  3rd  4th  5th  6th  7th  8th  9th 
        circles  2nd  3rd 
        color depth 
        combining with DirectDraw  2nd  3rd  4th  5th 
        fonts  2nd  3rd 
        interlaced/noninterlaced displays 
        lines  2nd  3rd 
        mapping modes 
        palletized modes  2nd 
        pens  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
        pixels 
        points  2nd 
        polygons 
        rectangles  2nd  3rd 
        refresh rates 
        RGB modes  2nd 
        selection 
        text printing  2nd  3rd  4th  5th  6th  7th 
        video resolution 
        VRAM (video RAM) 
        WM_PAINT message  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
    graphics contexts 
    icons
        creating  2nd  3rd  4th  5th 
        defined 
        icon identifiers 
        loading  2nd 
    lines
        clipping  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th 
        computing intersection of  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th 
        drawing  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th 
    matrices  2nd  3rd  4th 
        addition  2nd 
        dimensions 
        homogenous coordinates  2nd 
        identity matrices  2nd  3rd 
        multiplication  2nd  3rd  4th 
        translation 
        zero matrices  2nd 
    pixels
        plotting  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
    polygons  2nd  3rd  4th 
        .  [See also collision detection]
        2D graphic primitives functions  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
        2D polygon functions  2nd  3rd  4th  5th  6th  7th  8th 
        clipping  2nd  3rd 
        data structures  2nd  3rd 
        drawing  2nd  3rd 
        quadrilaterals  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th 
        rotating  2nd  3rd  4th 
        triangles  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th  16th  17th 
    rotation 
        accuracy  2nd  3rd 
        points  2nd  3rd 
        polygons  2nd  3rd  4th 
        trigonometry functions  2nd  3rd  4th 
    scaling  2nd  3rd 
    software
        2D art software  2nd 
        3D modelers  2nd 
    translation  2nd  3rd  4th 
        matrices  2nd 
        rotation  2nd  3rd  4th 
        scaling  2nd 
Graphics Device Interface.  [See GDI]
gravitational force  2nd 
gravity effects 
    gravitational force  2nd 
    gravity wells  2nd  3rd 
    projectile trajectories  2nd  3rd  4th 
gravity wells  2nd  3rd 
GRAY_BRUSH stock object 
GUIDs (Globally Unique Identifiers) 
gunships (Outpost game)  2nd  3rd 

 




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