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[C]
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[E]
[F]
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[H]
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[K]
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[N]
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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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