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[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
[Y]
[Z]
page flipping
2nd
3rd
example
2nd
3rd
Flip() method
2nd
page scrolling engines
2nd
painting tools brushes creating
defined
deleting
example
2nd
hatched brushes
HBRUSH handle
selecting
solid brushes
styles
2nd
pens creating
2nd
3rd
defined
deleting
2nd
HPEN handle
line styles
selecting
2nd
stock objects
2nd
palette functions Blink_Colors()
Get_Palette_Entry()
Rotate_Colors()
Save_Palette()
Save_Palette_From_File()
Save_Palette_To_File()
Set_Palette()
Set_Palette_Entry()
2nd
PALETTEENTRY structure
2nd
3rd
palettes DirectDraw
2nd
DirectDraw color palettes attaching to surfaces
2nd
creating
2nd
3rd
4th
5th
6th
7th
8th
PALETTEENTRY structure
palletized modes
2nd
panning DirectSound
2nd
parameters Blt() method dwFlags
2nd
3rd
lpDDBltFx
lpDDSrcSurface
lpDestRect
lpSrcRect
BltFast() method lpDDScrSurface
lpScrRect
2nd
CreatePalette() method
2nd
3rd
CreateThread() function
2nd
CreateWindowEx() function
2nd
DirectDrawCreate() method
2nd
DirectInput8Create() method
2nd
EnumDevices() method
2nd
3rd
LoadImage() function
2nd
MessageBox() function
2nd
naming conventions Hungarian notation
2nd
PlaySound() function
2nd
TerminateThread() function
WaitForMultipleObjects() function
2nd
3rd
WaitForSingleObject() function
2nd
WinMain() function
2nd
3rd
hinstance
hprevinstance
lpcmdline
ncmdshow
2nd
WinProc()
2nd
WM_CHAR message
parametric line representations
particle engine Draw_Particle() method
2nd
Init_Reset_Particle() method
2nd
Process_Particle() method
2nd
3rd
Start_Particle() method
2nd
3rd
particle system (Outpost game)
2nd
particle systems
2nd
designing
2nd
3rd
4th
example
initial conditions
2nd
3rd
4th
5th
6th
particle engine Draw_Particle() method
2nd
Init_Reset_Particle() method
2nd
Process_Particle() method
2nd
3rd
Start_Particle() method
2nd
3rd
particle model
2nd
particles drawing
2nd
particle models
2nd
processing
2nd
3rd
starting
2nd
3rd
pathfinding
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
paths pathfinding
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
patterns
2nd
conditional logic
2nd
3rd
4th
5th
motion control patterns
pattern language instruction set
2nd
reasonable motion
switch statement
2nd
PC_EXPLICIT flag (PALLETEENTRY)
PC_NOCOLLAPSE flag (PALLETEENTRY)
PC_RESERVED flag (PALLETEENTRY)
PeekMessage() function
2nd
pens creating
2nd
3rd
defined
deleting
2nd
HPEN handle
line styles
selecting
2nd
stock objects
2nd
Pentium Processor Optimization
performance optimization
2nd
3rd
32-bit variables
2nd
algorithms
assembly language
2nd
3rd
basic guidelines
2nd
3rd
binary shifts
2nd
C++
comments
data structures
fixed-point math
2nd
accuracy
2nd
addition
converting to/from
2nd
multiplication
2nd
3rd
4th
5th
6th
subtraction
types
2nd
global variables
2nd
inline functions
2nd
look-up tables
2nd
3rd
loop unrolling
2nd
3rd
mathematical tricks
2nd
3rd
organizational techniques
RISC (reduced instruction set computer) programming
2nd
when to optimize code
performances (DirectMusic)
2nd
3rd
periods lexical analysis
2nd
personality
probability distribution
2nd
3rd
radii of influence
physics modeling
2nd
3rd
.
[See also AI (artificial intelligence)] acceleration
2nd
3rd
4th
5th
6th
constant acceleration
2nd
non-constant acceleration
collisions 2D object-to-object collision response
2nd
3rd
4th
5th
6th
coefficient of restitution
2nd
conservation of momentum
2nd
deformation
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
data structures
2nd
3rd
force
2nd
3rd
4th
5th
frictional force
2nd
gaming applications
2nd
impulse force
NewtonÕs Second Law
2nd
normal force
2nd
vectors
2nd
force feedback
friction
example
2nd
frictional force
2nd
inclined planes
2nd
3rd
4th
5th
6th
7th
gravity effects
gravitational force
2nd
gravity wells
2nd
3rd
projectile trajectories
2nd
3rd
4th
kinematics
forward kinematics
2nd
3rd
4th
5th
6th
7th
inverse kinematics
2nd
3rd
4th
mass
2nd
momentum conservation of momentum
2nd
3rd
4th
defined
2nd
3rd
kinetic energy
2nd
momentum transfer
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
position
2nd
time
2nd
time-based
2nd
3rd
4th
5th
6th
7th
velocity collision response
2nd
defined
2nd
3rd
4th
physiology of hearing
pixel format DDPIXELFORMAT structure
2nd
3rd
GetPixelFormat() method
2nd
pixels
clipping
2nd
3rd
windowed applications
2nd
drawing DirectDraw windowed applications
2nd
3rd
4th
5th
pixel formats DDPIXELFORMAT structure
2nd
3rd
GetPixelFormat() method
2nd
plotting
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
16-bit color mode
2nd
3rd
4th
5th
6th
7th
8th
9th
24-bit color mode
2nd
32-bit color mode
2nd
plan implementation
2nd
3rd
4th
plan monitoring
planning
2nd
action structure
2nd
decision trees
2nd
3rd
4th
5th
goals
2nd
hard-coded plans
plan implementation
2nd
3rd
4th
plan monitoring
priorities
production rules
2nd
plans
2nd
action structure
2nd
decision trees
2nd
3rd
4th
5th
goals
2nd
hard-coded plans
plan implementation
2nd
3rd
4th
plan monitoring
priorities
production rules
2nd
play cursors
Play() method
playback frequency DirectSound
2nd
player structure (Shadow Land)
2nd
playerÕs ship (Outpost)
2nd
3rd
4th
players multiple players
split-screen setups
2nd
turn-taking
2nd
playing .WAV files
2nd
3rd
4th
5th
6th
7th
8th
MIDI files
2nd
Outpost game
2nd
sounds DirectSound
2nd
playing games multiple players
split-screen setups
2nd
turn-taking
2nd
PlaySegment() method
PlaySound() function
2nd
3rd
Plot_Pixel_24() method
2nd
Plot_Pixel_32() method
2nd
Plot_Pixel_Clip8() method
Plot_Pixel_Fast16() method
2nd
Plot_Pixel_Faster16() method
2nd
Plot_Pixel16() method
2nd
Plot_Pixel2_Clip8() method
plotting pixels 16-bit color mode
2nd
3rd
4th
5th
6th
7th
8th
9th
24-bit color mode
2nd
32-bit color mode
2nd
plotting pixels
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
point containment
2nd
3rd
Point Slope form
2nd
3rd
4th
pointers DirectDraw interface pointers
2nd
3rd
4th
5th
funtion pointers
2nd
3rd
4th
5th
6th
interface pointers requesting
points drawing
2nd
rotating
2nd
3rd
Poll() method
2nd
polling joysticks
POLYGON data structure
2nd
3rd
Polygon() function
2nd
polygons
2nd
3rd
4th
.
[See also collision detection] 2D polygon functions Draw_Filled_Polygon2D()
Draw_QuadFP_2D()
Draw_Triangle_2D()
2nd
Draw_TriangleFP_2D()
Rotate_Polygon2D()
Scale_Polygon2D()
Translate_Polygon2D()
clipping
2nd
3rd
data structures
2nd
3rd
drawing
2nd
3rd
4th
quadrilaterals drawing
2nd
3rd
4th
5th
rasterizing
2nd
triangulating
2nd
3rd
4th
types of
2nd
rotating
2nd
3rd
4th
triangles deconstruction
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
drawing
2nd
3rd
4th
5th
rasterizing
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
types of
2nd
polymorphism
2nd
3rd
portability Shadow Land
ports (DirectMusic)
2nd
position physics modeling
2nd
position vectors
2nd
PostMessage() function
2nd
3rd
4th
5th
postorder searches (BSTs)
Postorder_Search() method
PostQuitMessage() function
pound (lb)
power-ups (Outpost game)
2nd
3rd
predator mines (Outpost game)
2nd
preemptive operating systems
prefixes (Hungarian notation)
2nd
preorder searches (BSTs)
Preorder_Search() method
prepositions (text games)
2nd
prerecorded demos
2nd
primary buffers (DirectSound)
2nd
primary surfaces
2nd
attaching palettes to
2nd
creating
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
CreateSurface() method
DDSURFACEDESC2 structure
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
locking memory
2nd
3rd
memory pitch
2nd
properties
2nd
unlocking memory
primitive shapes circles
2nd
3rd
lines
2nd
3rd
points
2nd
polygons
rectangles
2nd
3rd
printf() function
printing text
DrawText() function
examples
2nd
3rd
4th
fonts
2nd
3rd
foreground/background color
2nd
3rd
TextOut() function
transparency mode
priorities AI (artificial intelligence) plans
priorities (threads)
Priority Cooperation level (DirectSound)
private classes
2nd
private keyword
probability personality probability distribution
2nd
3rd
Process_Particles() method
2nd
3rd
processing digital sound
2nd
particles
2nd
3rd
production rules
2nd
productions
2nd
3rd
Shadow Land
2nd
3rd
4th
program listings.
[See code listings] programs C/C++ compiler advantages of
2nd
configuring
2nd
3rd
COM (Component Object Model) object program
2nd
compiling
2nd
Windows programs
2nd
3rd
4th
basic Windows program example
2nd
3rd
4th
DefaultWinProc() event handler
event handling
2nd
event loops
2nd
3rd
4th
5th
6th
7th
GDI (Graphics Device Interface)
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
28th
29th
30th
GDI (Graphics Device Interface).
[See GDI] Hello World example
2nd
3rd
Hungarian notation
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
keyboard input
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
menu event messages
2nd
3rd
4th
5th
6th
7th
8th
9th
menus
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
message boxes
2nd
3rd
4th
5th
6th
messages
2nd
3rd
4th
5th
messages.
[See messages] mouse input
2nd
3rd
4th
5th
6th
multitasking
multithreading
2nd
3rd
4th
5th
6th
resources
2nd
resources.
[See resources] WIN32_LEAN_AND_MEAN directive
2nd
Window classes
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
window manipulation
2nd
3rd
4th
5th
6th
7th
8th
9th
windows
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
windows.h header file
windowsx.h header file
WinMain() function
2nd
3rd
4th
5th
6th
7th
WinProc() event handler
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
projectile trajectories
2nd
3rd
4th
projection
2nd
properties DirectDraw surfaces
2nd
files ARCHIVE
READ-ONLY
joysticks
2nd
3rd
4th
5th
6th
PS_DASH line style
PS_DASHDOT line style
PS_DASHDOTDOT line style
PS_DOT line style
PS_NULL line style
PS_SOLID line style
pszSound parameter (PlaySound() function)
public classes
2nd
public keyword
punkOuter parameter (DirectInput8Create() method)
puzzle games
Pythagorean theorem
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