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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Conger D. — Physics modelling for game programming |
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Ïðåäìåòíûé óêàçàòåëü |
D3DCREATE_MIXED_VERTEXPROCESSING flag 23
D3DCREATE_MULTITHREADED flag 23
D3DCREATE_SOFTWARE_VERTEXPROCESSING flag 23
D3DDEVTYPE_HAL value 23
D3DDEVTYPE_REF value 23
D3DDEVTYPE_SW value 23
D3DFMT_A1R5G5B5 flag 20
D3DFMT_A2R10G10B10 flag 20
D3DFMT_A8R8G8B8 flag 20
D3DFMT_R5G6B5 flag 20
D3DFMT_X1R5G5B5 flag 20
D3DFMT_X8R8G8B8 flag 20
D3DLIGHT 9 168
D3DMATERIAL9 128—129
D3DPOOL_DEFAULT memory class 379
D3DPOOL_MANAGED memory class 379
D3DXCreateTextureFromFile() 127
D3DXLoadMeshFromX() 129 135—136
D3DXMatrixLookAtLH() 103 119 405
D3DXMatrixPerspectiveFovLH() 104
D3DXMatrixTranslation() 162
D3DXVECTOR2 69
D3DXVECTOR3 69 168
D3DXVECTOR4 69
d3d_app class 29—30
d3d_app class and Direct3D lighting 166
d3d_app class, adding game class 372—374
d3d_app class, initializing DirectInput 391 393—394
d3d_app class, public member functions 30
d3d_app class, restoring lost device objects 380
d3d_app class, setting transformation matrices 375 377
d3d_app class, simplifying program initialization 368—371
d3d_app object 120
d3d_init_params 165 368 370—371
d3d_mesh class 132—144
d3d_mesh class, Load() 133—136 141 160
d3d_mesh class, loading meshes 133—136
d3d_mesh class, overview 132—133
d3d_mesh class, reference counting in 138—144
d3d_mesh class, Render() 136—137 163 171
d3d_mesh class, rendering meshes 136—137
d3d_mesh object 138 225 252
d3d_point_mase object 162—163 167 175
d3d_point_mass class 158—160 171 177 191—192
d3d_point_mass class, Force() 161
d3d_point_mass class, modifying 191—192
d3d_point_mass class, Render() 162 171 199
d3d_point_mass class, Updated() 161 170 196
D3D_POOL_SYSTEMMEM memory class 379
d3d_rigid body object, initializing 226—228
d3d_rigid body object, rendering 232—234
d3d_rigid body object, updating 228—232
d3d_rigid_body class 223—226 246
D3D_SDK_VERSION 18
Dampened harmonic motion 302—303
dampening 311 315 331
Dds extension 127
Deceleration forces 422
DefWindowProc() 493
Delete[] pMaterials 131
derivatives 8
derived class 477
destructor 141
Determinant() 80
Determinants 79—80
DeviceType Parameter 23
DIDEVICEOBIECTDATA 398—399
Differentiation 152
Diffuse color 128 130
Diffuse lighting 164
DIGDD_PEEK 399
Dimensional analysis 49
Dinput8.lib library 389
Direct3D 13 see
Direct3D, lighting functionality 226
Direct3D, vectors in 69—70
Direct3DCreate9() 18
DirectInput 13—14 388—400
DirectInput, closing down 400
DirectInput, initializing 389—400
DirectInput, overview 388—389
DirectInput8Create() 390 393
DirectInputDevice() 393
DirectIuputParams member 394
DirectMusic 14
DirectPlay 14
DirectShow 14
DirectSound 14
DirectX 11—39
DirectX, AppWizard 15
DirectX, architecture of 13
DirectX, camera movement in 401—405
DirectX, COM objects 14—15
DirectX, commands 12
DirectX, high-level APIs 13—14
DirectX, initializing 16—26
DirectX, initializing Direct3D with DirectX AppWizard 26—28
DirectX, initializing Direct3D with physics modeling framework 29—39
DirectX, initializing Direct3D with physics modeling framework, cleaning up 38—39
DirectX, initializing Direct3D with physics modeling framework, Direct3D application class 29—31
DirectX, initializing Direct3D with physics modeling framework, game initialization 37
DirectX, initializing Direct3D with physics modeling framework, handling messages and user input 37—38
DirectX, initializing Direct3D with physics modeling framework, overview 29
DirectX, initializing Direct3D with physics modeling framework, updating and rendering frames 38
DirectX, initializing Direct3D with physics modeling framework, WinMain() and AppMain() 31—34
DirectX, initializing, creating device 22—26
DirectX, initializing, display modes 19—20
DirectX, initializing, initializing Direct3D 17—18
DirectX, initializing, overview 16—17
DirectX, initializing, surfaces and page flipping 21—22
DirectX, libraries 9
DirectX, library files 17 98
DirectX, low-level APIs 12—13
DirectX, overview 11—12
Direct_input_init_params 391
Displacement vector 190
Distance 46 177
Distributive dot product 60
DLLs (dynamic link libraries) 16
Dogfights 450—451
Doom-type games 177
Dot product 60—62
Dot product of distance 184
Dot product of force 184
Dot product, functions 61
Drag 341 352—353
Drag, aircraft 449
Drag, coefficient 352 416 449
Drag, viscous 429
drawPrimitive() 104 122
DrawSubset() 137
Drive wheel force 409 421
DwOfs member 399
DWORD 129
Dynamic friction 340—341 408—409 412 415
dynamic link libraries (DLLs) 16
Elastic collisions 185—186
Elasticity() 382
elevators 446
Ellipsoid estimation methods 428
Emissive color 128
EnableAutoDepthStencil 25
Encepsulation 473
EndScene() 38
Energy 184—185
Energy, conservation of 185
Energy, kinetic 185 453
Energy, potential 452—453 454
English/metric conversion 47
EnumDevices() 390
| Enumerated types 483—484
EnumObjects() 390
Equilateral triangle 425
Error handling warning 143
ERROR_ALREADY_EXISTS value 486
Escape velocity 455 457
Euclidean geometry 41
event handlers 12
Exceptions 481—482
Expansion point 94
Extra dampening 311
Extracting textures and materials 129—131
EyePoint variable 404
FAILED macro 18
Feynman, Richard 150
Fictional force 207
Flags 25
flaps 446
Flexible vertex format 99—100
Flight simulators 433—444
Flight simulators, implementing 435—444
Flight simulators, overview 433—435
Floating-point errors 258
for loops 326 329 399
force 153—155 227—228
Force class 227—228 274
Force object 228
Force of buoyancy 427
Force of gravity 427
Force of waves 431—432
force() 161 228
Force, centripetal 413—414 452—454
Force, deceleration 422
Force, differentiating between impulse and constant forces 272—295
Force, drive wheel 409 421
Force, English/metric conversions 47
Force, equation for 154
Force, impulse force 241—246 258—259 315
Force, linear 242
Force, longitudinal 346—347
Force, tangential 210 452
Force, transverse 346—347
Force, turning 413
ForceApplied 170 196 264—265
FrameFns.cpp 39
Frames, rendering 104—105 199
Frames, updating 102—104 194—196
Friction, drag caused by 341 352—353
Friction, dynamic 340—341 408—409 412 415
Friction, kinetic 409
Friction, overview 5—6
Friction, static 339—341 408—409 414—415
friend functions 31 59
Front buffer 20
Frustum viewing 115
FullScreen_RefreshRateInHz 25
Functions 471—474
Fuselage 445
g vector 269 294
Galileo 153—154
Game class 371—375 379
Game object 373
Game() 373
GameCleanup() 38 379 400
GameInit() 18
GameInitialization() 37 249 294
GameInitialization(), adding buoyancy to rigid bodies 361
GameInitialization(), colliding bowling balls 194
GameInitialization(), initializing d3d_point_mass object 167—168
GameInitialization(), initializing d3d_rigid_body object 226—228
GameInitialization(), initializing DirectInput 394—395
GameInitialization(), rendering d3d_rigid_body object 233
GameInitialization(), rendering frames 104
GameInitialization(), spinning pyramid 119
GameInitialization(), spinning triangle 100—102 117
Gauss — Jordan elimination method 82
GDI (Graphics Display Interface) 12
GetAdapterDisplayMode() 19
GetBufferPointer() 129
GetDesktopWindow() 490
GetDeviceDeta() 396 398—399
GetDeviceState() 396
GetLastError() 486
GetModuleHandle() 488
GetSystemMetrics() 490
GetTransform() 163
Ghost redlation 461
Global variables 18
Globally Unique Identifier (GUID) 14
Graphics Display Interface (GDI) 12
Graphics libraries 4 246
Gravity 301—302 414 421 452
Gravity, and collisions of rigid bodies 267—269
Gravity, center of 426—427
Gravity, overview 6
Ground class 281—282
Ground Effect Vehicles (GEVs) see "Hovercrafts and antigravity vehicles"
Ground object 281 294
GroundMesh 282
GUID (Globally Unique IDentifier) 14
GUIDEN.EXE 14
Hair and ponytads 297—299
HAL (Hardware Abstraction Layer) 12
HandleCollisiont() 196—198
HandleMessage() 38 399
HandleOverlapping() 250 265 296
Hardware Abstraction Layer (HAL) 12
Hardware Emulation Layer (HEL) 12
Hardware instructions 13
Hardware vertex processing 26 264
Harmonic motion 300—303
HCursor member 488
HDeviceWindow 25
HEL (Hardware Emulation Layer) 12
Helper functions 118
Hlcon member 488
Hooke's law 302
Horizontal valocity 270—271
Horsepower 407
Hovercrafts and antigravity vehicles 421—423
Hovercrafts and antigravity vehicles, air resistance 423
Hovercrafts and antigravity vehicles, how they work 421—422
Hovercrafts and antigravity vehicles, turning 423
HRESULT 18
Hull volume 424—426
HWnd variable 489
Hydro Thunder (game) 7
Hydrogen 451
Hyperspace 461
ID3DXBuffer 129
Identity matrix 72 80
Identity() 72
IDirect3D9, CreateDevice() 22 25
IDirect3D9, GetAdapterDisplayMode() 19
IDirect3D9, interface 22
IDirect3DDevice9, interface 22
IDirect3DDevice9, SetMaterial() 128
IDirect3DDevice9, SetTexture() 127—128
IDirectInput8 interface 393—394
If statainant 315
Immediate input 389 396
Immersible_rigid_body class 350—353 357
Immersible_rigid_body object 350 356—357 362
Impulse force 241—246 258—259 272—295 315
Impulse() 357
ImpulseForce() 353
ImpulseForceChanged 353
Index_pair type 318
Inelastic collisions 186—187
Inertia 153—154 414
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