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object-oriented programming.  [See OOP]
objects
    BOB (Blitter Object) engine  2nd 
        Animate_BOB() function 
        Collision_BOBS() function 
        Create_BOB() function  2nd  3rd 
        Destroy_BOB() function 
        Draw_BOB() function  2nd 
        Draw_Scaled_BOB() function 
        Hide_BOB() function 
        Load_Animation() function 
        Load_Frame_BOB() function  2nd 
        Move_BOB() function 
        Set_Anim_Speed() function 
        Set_Animation_BOB() function 
        Set_Pos_BOB() function 
        Set_Vel_BOB() function 
        Show_BOB() function 
    bouncing  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 
    collisions.  [See collisions]
    COM (Component Object Model) objects  2nd  3rd 
        capabilities  2nd 
        creating  2nd  3rd 
        defined 
        function pointers  2nd  3rd  4th  5th  6th 
        future of  2nd 
        history of 
        interfaces  2nd  3rd  4th  5th  6th  7th  8th  9th 
        reference counting  2nd 
        relationship with DirectX  2nd  3rd 
        sample COM object program  2nd 
    defined 
    DirectDraw
        releasing  2nd  3rd 
    DirectDraw objects
        creating  2nd 
    DirectInput
        creating  2nd  3rd 
        releasing  2nd 
    DirectSound
        creating  2nd 
        releasing 
    obstacle avoidance
        A* searches  2nd 
        bidirectional breadth-first searches 
        breadth-first searches  2nd 
        collision avoidance tracks  2nd 
        contour tracing  2nd 
        depth-first searches  2nd 
        DijkstraÕs search 
        racing example  2nd 
        trial and error  2nd 
        waypoints  2nd  3rd  4th  5th  6th 
    Outpost game  2nd 
        asteroid field  2nd 
        gunships  2nd  3rd 
        HUDs (Heads-Up Displays)  2nd  3rd  4th 
        outposts  2nd 
        particle system  2nd 
        playerÕs ship (Wraith)  2nd  3rd  4th 
        power-ups  2nd  3rd 
        predator mines  2nd 
    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 
    stock objects
        pens  2nd 
    text games  2nd  3rd 
obstacle avoidance
    .  [See also collisions]
    A* searches  2nd 
    bidirectional breadth-first searches 
    breadth-first searches  2nd 
    collision avoidance tracks  2nd 
    contour tracing  2nd 
    depth-first searches  2nd 
    DijkstraÕs search 
    racing example  2nd 
    trial and error  2nd 
    waypoints  2nd  3rd  4th  5th  6th 
OEM_FIXED_FONT stock object 
offscreen surfaces  2nd 
    blitting  2nd  3rd  4th  5th  6th 
    color keys  2nd 
        destination color keying  2nd 
        source color keying  2nd  3rd  4th  5th 
        surface flags  2nd 
    creating  2nd  3rd  4th 
    releasing 
ONLINEBOOKS directory  2nd 
OOP (object-oriented programming) 
    classes
        constructors  2nd  3rd  4th  5th  6th  7th 
        creating  2nd  3rd 
        defined 
        destructors  2nd  3rd  4th  5th  6th 
        member functions  2nd  3rd 
        private  2nd 
        public  2nd 
    inheritance
        defined 
        multiple inheritance 
    objects
        defined 
    polymorphism  2nd 
Open_Error_File() method 
operator overloading  2nd  3rd  4th 
operators
    address (&)  2nd 
    comment (//) 
    delete  2nd 
    new  2nd 
    overloading  2nd  3rd  4th 
    redirection  2nd  3rd 
    scope resolution operator 
    scope resolution operator [2 colons]  2nd  3rd 
opposite side (right triangles) 
optimization  2nd 
    assembly language  2nd  3rd 
    basic guidelines  2nd  3rd 
    fixed-point math  2nd 
        accuracy  2nd 
        addition 
        converting to/from  2nd 
        division  2nd  3rd 
        multiplication  2nd  3rd 
        subtraction 
        types  2nd 
    look-up tables  2nd  3rd 
    loop unrolling  2nd  3rd 
    mathematical tricks  2nd  3rd 
optimization settings (C/C++ compiler) 
optimizing performance 
    32-bit variables  2nd 
    algorithms 
    binary shifts  2nd 
    C++ 
    comments 
    data structures 
    global variables  2nd 
    inline functions  2nd 
    organizational techniques 
    RISC (reduced instruction set computer) programming  2nd 
    when to optimize code 
orders (trees) 
organizing files/directories 
out-of-execution-order bugs 
Outpost game  2nd 
    asteroid field  2nd 
    compilation files  2nd 
    compiling 
    design 
        gameplay 
        story  2nd 
    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 
outposts (Outpost game)  2nd 
output.  [See I/O (input/output)]
overloading
    functions  2nd  3rd  4th 
    operators  2nd  3rd  4th 

 




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