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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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