Index
A
- alpha channel
- ambient light
- anatomy, _tmain function
- animation
- artificial intelligence (AI)
- asteroid slalom
- atlas
- atlasing
- Audacity
- audio
B
C
- callback function
- camera
- Central Processing Unit (CPU) / What is OpenGL?
- circular collision detection
- cleanup, of resources
- code
- collideables
- column major order
- composite / Putting the pieces together
- Cozendey
- credits screen
D
- 2D, in 3D world
- 3D Coordinate Systems
- 3D game
- 3D model
- 3D object
- 3D space
- delta time
- development environment
- DirectX / The other GL
- drawPoints function / Drawing the points
E
F
- FILO stack
- fixed camera
- flipbook animation
- flipping, texture
- FMOD
- FMOD API
- fonts
- framed animation
- frames per second (fps) / The game loop
G
H
I
K
L
- LAME
- left-hand coordinate system
- lights
- line
- lossless compression algorithm
M
N
- Non-player Characters (NPCs)
- non-sprites
O
- OpenGL
- OpenGL coordinate system
- OpenGL environment
- OpenGL files
- OpenGL libraries
- OpenGL window
- orthographic projection
P
- parallax
- perspective
- perspective projection
- pickups
- playground
- PNGs
- point
- point sprites
- pop
- powerups
- primitive
- primitives
- project / Linking to the OpenGL library
- push
- Pythagorean Theorem
Q
R
S
T
- texture
- Texture Atlas Generator
- texture mapping
- textures
- three dimension (3D)
- TinyXML
- touch
- transformations
- translation
- translation matrix
- triangle
U
- UI feedback
- Unity Asset Store
- user interface
- creating / Creating the user interface
- text system, defining / Defining the text system
- textures, defining / Defining textures
- Render function, implementing / Wiring in render, update, and the game loop
- Update function, implementing / Wiring in render, update, and the game loop
- GameLoop function, implementing / Wiring in render, update, and the game loop
- UV mapping
V
W
- weapons
- Windows environment
- Windows Message (WM)
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