Index
A
- abstract factory method
- algorithm
- about / Introduction
- complexity, finding / Finding the complexity of an algorithm, How it works…
- Apache Subversion (SVN) / How to do it…
- application layer, OSI model / How it works…
- area of interest filtering
- arguments
- passing, to thread / Passing arguments to a thread, How it works…
- Artificial intelligence (AI)
- about / Introduction
- adding, to game / Adding artificial intelligence to a game, Getting ready, How it works…
- artificial neural networks (ANN)
- using / Using neural network, How it works…
B
- background music
- adding / Adding background music, How to do it…, How it works…
- behavioral movements
- adding / Adding behavioral movements, How it works…
- Berkley Sockets (BSD) / How it works…
- Binary Space Partition (BSP) Tree
- bit fields
- using, in struct / Using bit fields in a struct, How it works…
- bit shift operators
- using, in enum / Using bit shift operators in an enum, How to do it…
- bitwise operations
- used, for advanced checks / Using bitwise operations for advanced checks and optimization, How to do it…
- used, for optimization / Using bitwise operations for advanced checks and optimization, How it works…
- Box2D
- about / Introduction
- installing / Installing and integrating Box2D, How it works…
- integrating / Installing and integrating Box2D, How it works…
- URL / How to do it…
- branch
- creating / Creating a branch
- broad-phase collision
- about / How it works…
- BSP / How it works…
- bubble sort / How it works…
- Bullet Physics SDK
- about / Introduction
C
- C++
- lambda function, using / Using the new lambda function of C++ 11, How it works…
- call stacks
- using, for memory storage / Using call stacks for memory storage, How it works…
- classes
- used, for data encapsulation / Using classes for data encapsulation and abstraction, How to do it…, How it works…
- used, for data abstraction / Using classes for data encapsulation and abstraction, How to do it…, How it works…
- code
- reusing, polymorphism used / Using polymorphism to reuse code, How to do it…, How it works…
- commenting / Effectively commenting your code, How to do it…, How it works…
- optimizing, const keyword used / Using the const keyword to optimize your code, How it works…
- collide
- about / Making things collide, How to do it…, How it works…
- command design pattern
- compiler / How it works…
- complex program
- breaking down, dynamic programming used / Using dynamic programming to break down a complex problem, How it works…
- Concurrent Versions System (CVS) / How to do it…
- conflicts
- resolving / Resolving conflicts, How to do it...
- const keyword
- using, to optimize code / Using the const keyword to optimize your code, How it works…
- controls
- using / Using dialogs and controls, How it works…
- control tool
- right source control tool, selecting / Choosing the right source control tool, How it works…
- copy constructors
- using / Using copy constructors , How to do it…, How it works…
D
- 2D game
- basic 2D game, creating / Making a basic 2D game, How it works…
- 3D game
- creating / Making a 3D game, How it works…
- data
- storing, linked lists used / Using linked lists to store data, How it works…
- storing, stacks used / Using stacks to store data, How it works…
- storing, queues used / Using queues to store data, How to do it…, How it works…
- storing, trees used / Using trees to store data, How to do it…, How it works…
- storing, graphs used / Using graphs to store data, How to do it…
- storing, STL lists used / Using STL lists to store data, How to do it…, How it works…
- storing, STL maps used / Using STL maps to store data, How it works…
- storing, STL hash tables used / Using STL hash tables to store data, How to do it…, How it works…
- saving, by selecting host / Selecting a host to save your data, How to do it..., How it works...
- sending / Sending the data, How it works…
- receiving / Receiving the data, How to do it…, How it works…
- data abstraction
- classes, using / Using classes for data encapsulation and abstraction, How to do it…, How it works…
- data encapsulation
- classes, using / Using classes for data encapsulation and abstraction, How to do it…, How it works…
- datagrams / How it works…
- data link layer, OSI model / How it works…
- data race
- about / Data race and mutex, How it works…
- data structures
- about / Introduction
- advanced data structures, using / Using more advanced data structures, How to do it…, How it works…
- datatypes
- casting between / Casting between different datatypes, How to do it…, How it works…
- deadlocks
- avoiding / Avoiding deadlocks, Getting ready, How it works…
- debugger / How it works…
- decision making AI
- creating / Creating a decision making AI, How it works…
- decision tree
- design pattern
- flyweight pattern, using / Using the flyweight pattern, How it works…
- strategy pattern, using / Using the strategy pattern, How it works…
- command design pattern, using / Using the command design pattern, How to do it…, How it works…
- using / Creating an advanced game using design patterns, How to do it…, How it works…
- design patterns
- singleton design pattern, using / Using the singleton design pattern, How it works…
- factory method, using / Using the factory method, How it works…
- abstract factory method, using / Using the abstract factory method, How to do it…, How it works…
- observer pattern, using / Using the observer pattern
- device
- endian-ness, finding / Finding the endian-ness of a device, How it works…
- dialogs
- Diff tool / How to do it...
- Dijkstra's / How it works…
- divide and conquer algorithms
- used, for solving problems / Using divide and conquer algorithms to solve problems, How to do it…, How it works…
- dynamic allocation
- used, for managing memory / Managing memory more effectively using dynamic allocation, How to do it…, How it works…, There's more…
- dynamic programming
- used, for breaking down complex program / Using dynamic programming to break down a complex problem, How to do it…, How it works…
E
- endian-ness
- finding, for device / Finding the endian-ness of a device, How it works…
- enum
- bit shift operators used / Using bit shift operators in an enum, How to do it…, How it works…
- evolutionary algorithm (EA)
- about / Using genetic algorithms
F
- factory method
- files
- used, for input and output / Using files for input and output, How to do it…, How it works…
- flyweight pattern
- using / Using the flyweight pattern, How it works…
- FMOD
- installing / Installing FMOD, How to do it…
- URL / How to do it…
- function
- reusing, function overloading used / Use function overloading to reuse functions, How to do it…, How it works…
- function overloading
- used, for reusing functions / Use function overloading to reuse functions, How to do it…, How it works…
G
- game
- creating / Creating your first simple game, How it works…
- advanced game, design patterns used / Creating an advanced game using design patterns, How to do it…, How it works…
- Artificial intelligence (AI), adding / Adding artificial intelligence to a game, How to do it…, How it works…
- heuristics, using / Using heuristics in a game, How it works…
- physics rule, using / Using physics rules in your game, How it works…
- ragdoll, using / Using ragdoll in your game, How it works…
- concurrency / Concurrency in games – creating a thread, How it works…
- socket programming, using / Using socket programming in games, How it works…
- Genetic algorithms (GA)
- using / Using genetic algorithms, How it works…
- initial population / Step 1 (Initial Population)
- fitness function / Step 2 (Fitness function)
- cross-over / Step 3 Cross-over
- mutate / Step 4 Mutate
- GIT / How it works…
- Graphics device interface (GDI)
- Windows resources, using with / Using Windows resources with GDI, How it works…
- graphs
- used, for storing data / Using graphs to store data, How to do it…, How it works…
- greedy algorithms
- used, for solving problems / Using greedy algorithms to solve problems, How it works…
- GUI interface builder / How it works…
H
- handles
- heap sorting algorithm / How it works…
- heuristics
- using, in game / Using heuristics in a game, How it works…
- host
- selecting, to save data / Selecting a host to save your data, How to do it..., How it works...
I
- IDE
- installing, on Windows / Installing an IDE on Windows, How to do it…, How it works…
- implicit conversions
- input layer
- about / How it works…
- insertion sort / How it works…
- insertion sort / How it works…
- items
- arranging, sorting techniques used / Using sorting techniques to arrange items, How it works…
- looking for, searching techniques used / Using searching techniques to look for an item, How to do it…, How it works…
K
- keyboard
- adding, with text output / Adding keyboard and mouse controls with text output, How it works…
L
- lag
- dealing with / Dealing with lag, How it works…
- lambda function
- of C++, using / Using the new lambda function of C++ 11, How it works…
- last in first out (LIFO) data structure / Using stacks to store data
- Last In First Out (LIFO) data structure / How it works…
- LIFO (Last In First Out) structure / How it works…
- linked lists
- used, for storing data / Using linked lists to store data, How it works…
- linker / How it works…
- LLC layer (Logical Link Control) / How it works…
- local perception filter
- using / Using local perception filter, How it works…
- URL / How it works…
M
- MAC layer (Media Access Control) / How it works…
- memory
- managing, dynamic allocation used / Managing memory more effectively using dynamic allocation, How to do it…, How it works…, There's more…
- error messages / Understanding the error messages
- memory addresses
- storing, pointers used / Using pointers to store memory addresses, How it works…, There's more…
- memory handling
- about / Introduction
- memory storage
- call stacks used / Using call stacks for memory storage, How it works…
- Mercurial / How to do it…
- mouse controls
- adding, with text output / Adding keyboard and mouse controls with text output, How it works…
- multiple sound file names
- dealing with / Dealing with multiple sound file names, How to do it…, How it works…
- mutex
- about / Data race and mutex, How it works…
N
- narrow-phase collision
- about / How it works…
- network layer, OSI model / How it works…
- NLP (Natural Language Processing) / How it works…
O
- observer pattern
- OOP (Object-oriented programming)
- about / Introduction
- OpenGL
- about / Introduction
- operator overloading
- used, for reusing operators / Use operator overloading to reuse operators, How to do it…, How it works…
- operators
- reusing, operator overloading used / Use operator overloading to reuse operators, How to do it…, How it works…
- OSI (Open Systems Interconnection) model
- OSI (Open Systems Interconnection) model, layers
- about / How it works…
- physical layer / How it works…
- data link layer / How it works…
- network layer / How it works…
- transport layer / How it works…
- session layer / How it works…
- presentation layer / How it works…
- application layer / How it works…
P
- packets
- serializing / Serializing the packets, How to do it…, How it works…
- particle system
- creating / Creating a particle system, How to do it…, How it works…
- physical layer, OSI model / How it works…
- physics rule
- using, in game / Using physics rules in your game, How it works…
- pointers
- used, for storing memory addresses / Using pointers to store memory addresses, How it works…, There's more…
- URL / There's more…
- polymorphism
- used, for reusing code / Using polymorphism to reuse code, How to do it…, How it works…
- presentation layer, OSI model / How it works…
- problems
- solving, greedy algorithms used / Using greedy algorithms to solve problems, How it works…
- solving, divide and conquer algorithms used / Using divide and conquer algorithms to solve problems, How it works…
- protocol
- selecting / Selecting the appropriate protocol, How it works…
- PvP (player versus player) / Introduction
Q
- queues
- used, for storing data / Using queues to store data, Getting ready, How it works…
- quick sort / How it works…
R
- ragdoll
- using, in game / Using ragdoll in your game, How it works…
- Ragdoll physics
- about / Using ragdoll in your game
- recursions
- using, cautiously / Using recursions cautiously, How to do it…, How it works…, There's more…
- references
- URL / There's more…
- Resource Acquisition is Initialization technique (RAII) / How it works…
- revision control software
- about / Introduction
S
- searching techniques
- used, to look for item / Using searching techniques to look for an item, How to do it…, How it works…
- selection sort / How it works…
- session layer, OSI model / How it works…
- singleton design pattern
- sorting techniques
- used, for arranging items / Using sorting techniques to arrange items, How it works…
- sound effects
- adding / Adding sound effects, How to do it…
- manager, creating / Creating a sound effect manager, How to do it…, How it works…
- source control
- versions / Versions of source control, How to do it...
- types, URL / How to do it...
- URL, for SVN client / How to do it...
- URL, for GIT client / How to do it...
- URL, for Mercurial client / How to do it...
- adding / Adding source control – committing and updating your code, How to do it...
- code, committing / Adding source control – committing and updating your code, How it works..., How to do it...
- code, updating / Adding source control – committing and updating your code, How it works...
- sprites
- using / Using sprites, How to do it…, How it works…
- animated sprites, using / Using animated sprites, How it works…
- stack / How it works…
- stack frame / How it works…
- stacks
- used, for storing data / Using stacks to store data, How it works…
- stack unwinding / How it works…
- state-machine design pattern / How it works…
- STL hash tables
- used, for storing data / Using STL hash tables to store data, How to do it…, How it works…
- STL lists
- used, for storing data / Using STL lists to store data, How to do it…, How it works…
- STL maps
- used, for storing data / Using STL maps to store data, How it works…
- strategy pattern
- using / Using the strategy pattern, How it works…
- struct
- bit fields, using / Using bit fields in a struct, How it works…
- synchronized simulation
T
- technical design document
- templates
- text output
- keyboard, adding / Adding keyboard and mouse controls with text output, How it works…
- mouse controls, adding / Adding keyboard and mouse controls with text output, How it works…
- thread
- creating / Concurrency in games – creating a thread, How it works…
- detaching / Joining and detaching a thread, How it works…
- joining / Joining and detaching a thread, How it works…
- arguments, passing / Passing arguments to a thread, How it works…
- thread-safe class
- writing / Writing a thread-safe class, How it works…
- Tortoise SVN
- about / Installing a versioning client
- URL / How to do it...
- transfer control protocol (TCP) / How it works…
- transport layer, OSI model / How it works…
- trees
- used, for storing data / Using trees to store data, How to do it…, How it works…
U
- user datagram protocol (UDP) / How it works…
V
- versioning client
- installing / Installing a versioning client, How to do it...
- virtual method table (VMT or Vtable) / How it works…
- Visual Studio / Introduction
- Visual SVN Server
- URL / How to do it...
- VLD
- URL / There's more…
W
- waypoint systems
- window
- first window, creating / Creating your first window, How it works…
- Windows
- IDE, installing / Installing an IDE on Windows, How to do it…, How it works…
- Windows classes
- Windows game
- creating / Starting to make a Windows game, How it works…
- message box, types / How it works…
- Windows resources
- using, with Graphics device interface (GDI) / Using Windows resources with GDI, How it works…
- Win Merge / How to do it...
- Wwise / Installing FMOD
- WYSIWYG tool editor / How it works…
X
- XML serializer
- URL / How it works…