Index
A
- A* algorithm
- absolute mouse position
- affine transformations
- artificial intelligence
- assert function
- audio subsystem
B
C
- client-server architecture
- colors
- cursor
D
E
- endContact callback / The endContact callback
- endianness / How to do it…
- errors
- handling, with assert / Handling errors with pcall, xpcall, and assert, How it works…
- handling, with pcall / Handling errors with pcall, xpcall, and assert, How it works…
- handling, with xpcall / Handling errors with pcall, xpcall, and assert, How it works…
- event types, LuaSDL
F
G
H
I
- image format
- images
- immediate mode
- input events
- ipairs function
- Ipairs_sparse function / How it works…
- isPrintable function / How it works…
K
L
- libSDL
- libSDL 1.2
- libSDL2 wiki page
- lighting
- Lua
- about / Introduction
- using, with existing projects written in C/C++ / Using Lua with existing projects written in C/C++, How to do it…, Creating a Lua module in C/C++, Passing variables from C/C++ into the Lua environment, Making the C++ class accessible from Lua with Lutok2, How it works…
- state, initializing / Initializing the Lua state
- module, creating in C/C++ / Creating a Lua module in C/C++
- variables, passing from C/C++ / Passing variables from C/C++ into the Lua environment
- variables, passing from / Passing variables from the Lua environment to C/C++
- C++ class, accessing with Lutok2 / Making the C++ class accessible from Lua with Lutok2
- using, with OpenGL extensions / Getting ready, How to do it…
- Box2D, using with / Using Box2D with Lua, How to do it…, How it works...
- lua-users wiki page
- Lua binary files
- LuaGL
- Lua modules
- LuaSDL
- obtaining, for libSDL 1.2 / Getting LuaSDL for libSDL 1.2, Getting ready, There's more…
- libraries source files, URL / Getting ready
- used, for designing main application loop / Designing the main application loop with LuaSDL, How to do it…, How it works…
- used, for processing input events / Processing input events with LuaSDL, Getting ready, How to do it…, Event handling with an associative array, How it works…
- if-then-else chain, used for event handling / Event handling with the if-then-else chain
- associative array, used for event handling / Event handling with an associative array
- LuaSDL 2
- LuaSDL2
- Lutok2
M
N
- neighbours function / How it works…
- network communication
- NormalMap Online
O
- object collision
- object collision filtering
- object joints
- object properties
- objects
- moving / Moving, rotating, and scaling objects, Getting ready, How to do it…, How it works…, Moving objects, Getting ready
- rotating / Moving, rotating, and scaling objects, Getting ready, How to do it…, How it works…
- scaling / Moving, rotating, and scaling objects, Getting ready, How to do it…, How it works…
- identity matrix / The identity matrix
- translation matrix / The translation matrix
- rotation matrix / The rotation matrix
- continual force / The continual force
- impulses / Impulses
- object velocity information / Object velocity information
- working / How it works…
- OpenGL
- OpenGL, attributes
- OpenGL constants
- OpenGL extensions
- OpenGL information
- OpenGL® Registry
- orthogonal camera
- os_name.lua module
P
- pathfinding algorithm
- pathfinding problem
- pcall function
- perspective camera
- physics engine
- physics simulation
- postSolve callback / The postSolve callback
- preSolve callback / The preSolve callback
- primitives
- drawing, in immediate mode / Drawing primitives in immediate mode, Getting ready
- points, drawing / Drawing points
- lines, drawing / Drawing lines
- line strips, drawing / Drawing line strips
- line loops, drawing / Drawing line loops
- triangles, drawing / Drawing triangles
- triangle strips, drawing / Drawing triangle strips
- triangle fans, drawing / Drawing triangle fans
- quads, drawing / Drawing quads
- quad strips, drawing / Drawing quad strips
- polygons, drawing / Drawing polygons
- working / How it works…
- prioritized queue
- prismatic joint / The prismatic joint
- propagateSignal function / How it works…
- pulley joint / The pulley joint
Q
R
S
- scene
- SDL.SDL_EnableKeyRepeat function / How it works…
- SDL.SDL_Event_local function / How to do it…
- SDL.SDL_PollEvent function / How to do it…
- SDLK key symbol constants
- SDL_image
- shaders
- shadows
- shadow samplers / There's more…
- shadow surface / How it works…
- sound samples
- SourceForge.net page
- sparse arrays
- stack
- static objects
- stencil test
- surfaces
T
- text
- Text API
- texture
- texture atlas
- textures
- textureSize function / How it works…
- threads
- tile-based environments
- tiles
- tilesets
- timers
- TrueType fonts
U
V
W
- weld joint / The weld joint
- wheel joint / The wheel joint
- window
- creating, in libSDL / Creating a window in libSDL, Getting ready, How to do it…
- drawing / Drawing a simple window, How to do it…
- working / How it works…
- moving / Moving the window, How to do it…, How it works…
- content scrolling / Showing the part of the window with the stencil test and window content scrolling, How to do it…, How it works…
- part, displaying with stencil test / Showing the part of the window with the stencil test and window content scrolling, How to do it…, How it works…
- window controls
- window hierarchy
X
Z
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