Index
A
- A* pathfinding
- on grid / A* pathfinding on a grid, How to do it..., How it works..., There's more...
- AStarNode / How it works...
- AStarpathNode / How it works...
- in Box2D world / A* pathfinding in a Box2D world, Getting ready, How it works..., There's more...
- on TMX tilemap / A* pathfinding on a TMX tilemap, How to do it..., How it works...
- in side-scroller / A* pathfinding in a side-scroller, How to do it..., How it works...
- A* search algorithm / A* pathfinding on a grid
- AABBs (axis-aligned bounding boxes) / How it works...
- accelerometer
- using, for steering / Using the accelerometer for steering, How it works...
- using, for 3D rotation / Using the accelerometer for 3D rotation, How it works...
- Ad Hoc Distribution
- about / How to do it...
- afconvert tool / There's More...
- AI flocking
- Boids used / AI flocking using Boids, How it works...
- AI waypoints
- processing / Processing AI waypoints, Getting ready, How it works...
- GameWaypoint class / How it works...
- ObjectCallback class / How it works...
- alpha channel / How it works...
- analog stick
- creating / Creating an analog stick
- creating, steps / Getting ready, How to do it..., How it works...
- AnalogStick class / How it works...
- AnalogStick dead zone / How it works...
- animationType variable / How it works...
- app
- releasing, on Apple's App Store / Releasing your app, Getting ready, How to do it...
- AppDelegate class / How it works...
- Apple's App Store
- app, releasing on / Releasing your app, Getting ready, How to do it...
- Application Loader
- about / How to do it...
- applicationWillResignActive method / How it works...
- archive files
- objects, archiving into / Archiving objects into archive files, Getting ready, How it works...
- Artificial Intelligence (AI) / Introduction
- AStarNode / How it works...
- AStarpathNode / How it works...
- asynchronous actions / There's more...
- asynchronous body destruction
- about / Asynchronous body destruction
- steps / How to do it...
- working / How it works...
- b2Body, destroying / How it works...
- GameObjectCallback / How it works...
- QueuedAction / How it works...
- GameObject life / How it works...
- asynchronous texture loading / How it works...
- attributes / How it works...
- audio
- using, in game / Using audio in a game, How to do it..., How it works...
- sound buffers / How it works...
- streaming / Streaming audio
- MPMoviePlayerController class / Streaming audio
- MediaPlayer framework / How to do it...
- stations, switching / How it works...
- live streaming formats / How it works...
- files, streaming / How it works...
- video, streaming / How it works...
- singleton / There's more...
- recording / Recording audio, How to do it..., How it works...
- playing back / How it works...
- session, initializing / How it works...
- CDSoundEngine, initializing / How it works...
- AVAudioRecorderDelegate Protocol / How it works...
- recorded audio, playing / How it works...
- audio properties
- modifying / Modifying audio properties, Getting ready, How to do it..., How it works...
- audio sources
- fading / How it works...
- AVAudioRecorder class / Recording audio
- AVAudioRecorderDelegate Protocol / How it works...
- AWTextureFilter
- using, for blur shadows / Using AWTextureFilter for blur and font shadows, How it works..., There's more...
- using, for font shadows / Using AWTextureFilter for blur and font shadows, How it works..., There's more...
B
- b2Body class / How it works...
- b2_maxPolygonVertices / There's More...
- background music
- metering / Metering background music, How to do it...
- CDAudioManager class / Metering background music
- basicContentListener class / How it works...
- bits / How it works...
- blank.png technique / How it works...
- blur shadows
- AWTextureFilter used / Using AWTextureFilter for blur and font shadows, How it works..., There's more...
- Boids algorithm / AI flocking using Boids, How it works...
- Boolean logic / How it works...
- Box2D
- about / Introduction
- Visual to physical drawing ratio / How it works...
- level boundaries / How it works...
- blocks, creating / How it works...
- world step, scheduling / How it works...
- shapes, using / Using different shapes
- physical properties, manipulating / Manipulating physical properties
- rope, simulating / Simulating and rendering a rope
- b2RopeJoint / Simulating and rendering a rope
- rope, rendering / Simulating and rendering a rope
- Box2D setup
- about / Box2D setup and debug drawing
- steps / Box2D setup and debug drawing, How to do it...
- working / How it works...
- initialization / How it works...
- debug drawing / How it works...
- Box2D testbed
- about / Box2D testbed
- Box2D world
- A* pathfinding / A* pathfinding in a Box2D world, Getting ready, How it works..., There's more...
- broad-phase pairs / How it works...
- bullets
- about / Simulating bullets, Getting ready
- simulating / How to do it...
- flag, setting / How it works...
- bullet impact, animating / How it works...
- buttonIndex variable / How it works...
- buttons
- creating / Creating buttons, How to do it...
- multiple simultaneous button touches / Creating buttons
- working on / How it works...
- touching multiple buttons independently / How it works...
- multiple buttons, touching with one touch / How it works...
C
- CCDirector class / There's more...
- CCLabel
- using / Using CCLabel, How it works...
- Atlas class / Using CCLabel, How it works...
- BMFont class / Using CCLabel, How it works...
- TTF class / Using CCLabel, How it works...
- CCLabelAtlas class / Using CCLabel, How it works...
- CCLabelBMFont class / Using CCLabel, How it works...
- CCLabelTTF class / Using CCLabel, How it works...
- CCLayerMultiplex
- using / Using CCLayerMultiplex, How to do it..., How it works...
- class / Using CCLayerMultiplex
- CCLayerMultiplex class / Using CCLayerMultiplex
- CCMenu
- using / Using CCMenu, How to do it...
- class / How it works...
- ItemFont class / How it works...
- ItemLabel class / How it works...
- ItemSprite class / How it works...
- ItemToggle / How it works...
- menu items, assigning manually / How it works...
- menu items, enabling / How it works...
- menu items, disabling / How it works...
- CCMenu class / How it works...
- CCMenuItemFont class / How it works...
- CCMenuItemLabel class / How it works...
- CCMenuItemLabel object / How it works...
- CCMenuItem object / How it works...
- CCMenuItemSprite class / How it works...
- CCMenuItemToggle / How it works...
- CCMotionStreak / How it works...
- CCParallaxNode
- using / Using CCParallaxNode, How it works...
- CCSpriteFrameCache / How it works...
- CCTexture2DMutable
- used, for swapping palettes / Swapping palettes using CCTexture2DMutable, How to do it..., How it works...
- CCTMXObjectGroup class / How it works...
- CCTMXTiledMap object
- about / How it works...
- CCTouchDispatcher class / There's more...
- CCTransitionScene class / How it works...
- CDAudioManager class / Metering background music
- CDLongAudioSourceFader object / How it works...
- CDLongAudioSource formats / There's More...
- CDLongAudioSource object / How it works...
- CDSoundEngine class / Recording audio
- CDSoundSource formats / There's More...
- CDXPropertyModifierAction class / How it works...
- CDXPropertyModifierAction object / How it works...
- center of mass bit / How it works...
- cfxr / There's more...
- character
- about / Character movement
- moving / How to do it...
- left to right, moving / How it works...
- linear damping / How it works...
- jumping / How it works...
- Chipmunk / Introduction
- circles / How it works...
- Cocos2d
- about / Drawing sprites
- Cocos2d-iPhone testbed
- about / Accessing the Cocos2d-iPhone testbed, Getting ready
- accessing / How to do it...
- Cocos2d-X
- about / Using Cocos2d-X
- using / Getting ready, How it works...
- Cocos2d-X testbed
- about / Using Cocos2d-X
- Cocos2d-X XCode templates
- installing / How it works...
- cocos2d.xcworkspace file
- about / Getting ready
- Cocos2d source
- URL, for downloading / Getting ready
- Cocos3d
- about / Using Cocos3d
- using / How to do it..., How it works...
- XCode templates, installing / How it works...
- CocosBuilder
- used, for creating scenes / Getting ready, How it works...
- installing / How it works...
- about / How it works...
- CocosDenshion / Playing sounds and music
- collision filtering
- about / How it works...
- collision response routines
- about / Creating collision response routines, Getting ready
- creating / How to do it...
- working / How it works...
- sensor / How it works...
- GameMisc / How it works...
- GameArea2D / How it works...
- Contact listeners / How it works...
- ColorTouchSprite class / How it works...
- concave Polygons / How it works...
- contact normals / How it works...
- contentURL property / How it works...
- Convex Polygons / How it works...
- core data
- used, for saving data / Saving data using Core Data, How to do it..., How it works...
- SQLite database creation errors / There's more...
- errors, handling / There's more...
- custom particles / How it works...
- cutscene / Playing video files
D
- 2.5D sandbox / Creating a top-down isometric game engine
- 2D eased movement actions
- using / How it works...
- 3D game engine
- about / Using Cocos3d
- 3D rotation
- accelerometer used / Using the accelerometer for 3D rotation, How it works...
- 3D shapes
- rendering / Rendering and texturing 3D shapes, How to do it..., How it works...
- texturing / Rendering and texturing 3D shapes, How to do it..., How it works...
- data
- saving, NSUserDefaults used / Saving simple data using NSUserDefaults, How to do it..., How it works..., See also...
- loading / How it works...
- saving / How it works...
- saving, into PLIST file / Saving data into a PLIST file, How to do it..., How it works...
- saving, into SQLite database / Saving data into an SQLite database
- saving, core data used / Saving data using Core Data, How to do it..., How it works...
- debug drawing
- about / How it works...
- shapes / How it works...
- joint connections / How it works...
- AABBs (axis-aligned bounding boxes) / How it works...
- broad-phase pairs / How it works...
- center of mass bit / How it works...
- delegate property / How it works...
- density / How it works...
- depth testing input
- about / Depth testing input, Getting ready
- working / How it works...
- dialogue
- metering, for animation / Metering dialogue for animation, How to do it..., How it works...
- CDLongAudioSource object / How it works...
- dialogue trees
- Lua, using for / Using Lua for dialogue trees, Getting ready, How it works...
- directional pad
- about / Creating a directional pad
- creating / Getting ready, How to do it...
- DPad class / How it works...
- DPad dead zone / How it works...
- distance over time equation / How it works...
- Documents directory / How it works...
- DPad class / How it works...
- DPad dead zone / How it works...
- drag
- dragging feature
- using / Dragging and collision filtering, How to do it...
- working / How it works...
- Draw Mask tool
- about / How it works...
- draw method / How it works...
- Draw Tiled Sprite tool
- about / How it works...
E
- ease actions
- about / 1D and 2D Ease Actions, How it works...
- 1D and 2D ease actions / 1D and 2D Ease Actions, How it works...
- 2D eased movement actions, using / How it works...
- edge / How it works...
- edge fixtures / How it works...
- element / How it works...
F
- filter groups / How it works...
- filter property / How it works...
- Firefox plugin SQLite Manager / Saving data into an SQLite database
- fixed time step / How it works...
- fixtures / How it works...
- FliteController API / How it works...
- FMDB Objective-C SQLite wrapper / Saving data into an SQLite database
- FMResultSet object / How it works...
- font shadows
- AWTextureFilter used / Using AWTextureFilter for blur and font shadows, How it works..., There's more...
- forces / Applying impulses
- about / Applying forces
- applying / Getting ready, How to do it...
- working / How it works...
- Friction / How it works...
- friction attribute / How it works...
G
- game
- audio, using in / Using audio in a game, How to do it..., How it works...
- positional audio, using / Using positional audio in a game, How to do it..., How it works...
- GameIsoObject class / How it works...
- GameMisc class / How it works...
- GameObject class / How it works...
- GameObject typeTag / How it works...
- GameSensor class / How it works...
- GameWaypoint class / How it works...
- gaussian blur / Using AWTextureFilter for blur and font shadows
- GDataXML library / Reading XML data files
- gestures
- getActualPath method / How it works...
- getLaunchVector method / How it works...
- glColorMask
- used, for lighting / Lighting using glColorMask, Getting ready, How it works...
- alpha channel, used / How it works...
- GLESDebugDraw class / How it works...
- Graphical User Interface (GUI) / Introduction
- gravity / How it works...
- GRAVITY constant / How it works...
- grid
- A* pathfinding / A* pathfinding on a grid, How to do it..., How it works...
- grid effect / Grid, particle, and motion streak effects, How to do it..., How it works...
- custom particles, using / How it works...
- CCMotionStreak, using / How it works...
H
- hold
- horizontal scrollable menu
- creating / Creating a horizontal scrollable menu
- LoopingMenu class / Creating a horizontal scrollable menu, How to do it..., How it works...
- CCMenuItem object / How it works...
- HUD / How it works...
I
- IMA4 audio files
- converting to / There's More...
- impulses
- about / Applying impulses
- applying / Getting ready, How to do it...
- working / How it works...
- GameObject typeTag / How it works...
- iOS Developer account
- about / Getting ready
- iOS Provisioning Portal
- about / Getting ready
- iPod music library
- about / Using the iPod music library
- using / How to do it..., How it works...
- MPMusicPlayerController, initializing / How it works...
- MPMediaPickerController, using / How it works...
- MPMediaPickerControllerDelegate / How it works...
- MPMusicPlayerController class / There's more...
- current device type, determining / There's more...
- UIApplicationDelegate protocol / There's more...
- isometricContactListener class / How it works...
- iTunes Connect
- about / How to do it...
J
- JavaScript Object Notation (JSON)
- about / Reading JSON data files
- reading / Reading JSON data files
- files / How it works...
- joint connections / How it works...
- joints
- about / Using joints
- using / Getting ready, How to do it...
- working / How it works...
- types / How it works...
- revoluting / How it works...
- JSON level file
- about / How it works...
- JSONWorldBuilder level editor
- used, for creating levels / Creating levels using JSONWorldBuilder, How it works...
- installing / How it works...
- about / How it works...
K
- Keychain Access app
- about / How to do it...
L
- lastYVelocity variable / How it works...
- layers
- used, for swapping palettes / Swapping palettes using layers, Getting ready, How to do it..., How it works...
- level editor
- about / Creating levels using Tiled
- levels
- creating, Tiled level editor used / How to do it..., How it works...
- creating, JSONWorldBuilder level editor used / Creating levels using JSONWorldBuilder, How it works...
- lighting
- glColorMask used / Lighting using glColorMask, Getting ready, How it works...
- linear damping / How it works...
- loadMap method
- about / How it works...
- LoopingMenu class / Creating a horizontal scrollable menu, How it works...
- Lua script
- running / Running a Lua script
- running, steps / How to do it..., How it works...
- loading, dynamically / Dynamically loading Lua scripts, Getting ready, How it works...
- using, for dialogue trees / Using Lua for dialogue trees, Getting ready, How it works...
M
- makeRecMutableCopy method / How it works...
- Map Object window
- about / How it works...
- MediaPlayer framework / How to do it...
- MediaPlayer iOS framework / How to do it...
- menu windows
- draggable / Creating draggable menu windows, Getting ready, How it works...
- title bar, creating / How it works...
- content, adding / How it works...
- sorting / How it works...
- MIDISampleGenerator class / How it works...
- MIDI synthesizer
- creating / Creating a MIDI synthesizer
- creating, steps / How to do it...
- MIDISampleGenerator class / How it works...
- Randomize button / How it works...
- extending / How it works...
- minimap
- creating / Creating a minimap, How it works...
- generalizing / How it works...
- Minimap class / How it works...
- walls / How it works...
- projectiles / How it works...
- static objects / How it works...
- central actor / How it works...
- class, customizing / How it works...
- scale property / How it works...
- Minimap class / How it works...
- mipmapping / Drawing sprites
- about / How it works...
- MobileSynth
- URL / There's more...
- momentum / How it works...
- Monotone Chain Convex Hull algorithm / How it works...
- motion streak effect / Grid, particle, and motion streak effects, How to do it..., How it works...
- custom particles, using / How it works...
- CCMotionStreak, using / How it works...
- Move Camera tool
- about / How it works...
- movie file format / How it works...
- MPMediaPickerController, using / How it works...
- MPMediaPickerControllerDelegate / How it works...
- MPMoviePlayerController
- using / How it works...
- MPMoviePlayerController class / Streaming audio
- MPMusicPlayerController class / There's more...
- multiple simultaneous button touches / Creating buttons
- music
- playing / Playing sounds and music, Getting ready
- SimpleAudioEngine class / How it works...
- background music, playing / How it works...
- IMA4 audio files, converting to / There's More...
- fading / Fading sounds and music, Getting ready, How to do it..., How it works...
N
- namespaces / How it works...
- nested metadata
- mutating / Mutating nested metadata, How to do it..., How it works...
- makeRecMutableCopy method / How it works...
- NSCoding protocol / How it works...
- NSDictionary object / How it works...
- NSFileManager
- using / How it works...
- NSKeyedArchiver, using / How it works...
- NSKeyedUnarchiver, using / How it works...
- NSUserDefaults
- used, for saving simple data / Saving simple data using NSUserDefaults, How to do it..., How it works..., See also...
- NSUserDefaults class / Saving simple data using NSUserDefaults, How it works...
O
- ObjectCallback class / How it works...
- Objective-C observers
- using / How it works...
- objects
- archiving, into archive files / Archiving objects into archive files, Getting ready, How it works...
- NSCoding protocol / How it works...
- Documents directory / How it works...
- NSFileManager, using / How it works...
- NSKeyedArchiver, using / How it works...
- NSKeyedUnarchiver, using / How it works...
- about / How it works...
- object sleeping / How it works...
- observer pattern / How it works...
- OpenEars
- about / Speech recognition and text-to-speech, Getting ready
- installation process / How to do it...
- corpus file / How to do it...
- OpenEarsEventsObserverDelegate protocol / How it works...
- OpenGL primitives
- drawing / Drawing OpenGL primitives, How to do it..., How it works...
- draw method / How it works...
- primitive drawing functions / How it works...
- Vertex Buffer Object OpenGL extension / There's more...
P
- palettes
- swapping, layers used / Swapping palettes using layers, Getting ready, How to do it..., How it works...
- disk space, efficiency / How it works...
- memory usage, efficiency / How it works...
- CPU, efficiency / How it works...
- swapping, CCTexture2DMutable used / Swapping palettes using CCTexture2DMutable, How to do it..., How it works...
- parallaxing
- about / Using CCParallaxNode, How it works...
- parallax ratio / How it works...
- position offset / How it works...
- parallax ratio / How it works...
- particle effect / Grid, particle, and motion streak effects, How to do it..., How it works...
- custom particles, using / How it works...
- CCMotionStreak, using / How it works...
- perspective ratio / How it works...
- physical properties
- about / Manipulating physical properties
- manipulating / Getting ready, How to do it...
- working / How it works...
- density / How it works...
- friction / How it works...
- restitution / How it works...
- pinching
- about / Pinch zooming, Getting ready, How to do it..., How it works...
- multiple simultaneous touches, processing / How it works...
- PLIST data files
- reading / Reading PLIST data files, How to do it..., How it works...
- getActualPath method, using / How it works...
- PLIST file
- data, saving into / Saving data into a PLIST file, How to do it..., How it works...
- PocketsphinxController API / How it works...
- polygon
- texture filled polygon, rendering / Rendering a texture-filled polygon, How to do it..., How it works...
- polygon triangulation algorithm, using / How it works...
- PostSolve methods / How it works...
- PreSolve methods / How it works...
- primitive drawing functions / How it works...
- projectile
- firing, at moving target / Firing projectiles at moving targets, How it works...
- firing, at moving targets / How to do it...
- PTM / How it works...
Q
- quadratic formula / How it works...
R
- Randomize button / How it works...
- rectangles / How it works...
- reorderChild method
- about / How it works...
- restitution / How it works...
- Retina Display mode
- using / Using Retina Display mode, How to do it...
- downside / How it works...
- upside / How it works...
- rope
- simulating / Getting ready, How to do it...
- rendering / Getting ready, How to do it...
- joint, using / How it works...
- VRope, using / How it works...
- runToWaypoint method / How it works...
S
- scale property / How it works...
- scenes
- switching / Switching scenes, How to do it...
- pushing, in stack / Switching scenes
- popping, in stack / Switching scenes
- versus layers / How it works...
- transitioning between / Transitioning between scenes, How it works...
- CCTransitionScene class / How it works...
- CCDirector class / There's more...
- creating, CocosBuilder used / Getting ready, How it works...
- Scheme selection menu / How to do it...
- screen
- loading, with indicator / Creating a loading screen with an indicator, How to do it..., How it works...
- asynchronous texture loading / How it works...
- game scene, switching to / How it works...
- textures, unloading / How it works...
- screenshots
- using / Taking and using screenshots, How to do it...
- taking / Taking and using screenshots, How to do it...
- uses / There's more...
- sensor / How it works...
- SetLinearVelocity method / How it works...
- sfxr / There's more...
- shadowed menu labels
- creating / Creating shadowed menu labels, How to do it..., How it works...
- ShadowLabel class / How it works...
- CCMenuItemLabel object / How it works...
- ShadowLabel class / How it works...
- shapes / How it works...
- shapes, Box2D
- creating / Using different shapes, How to do it...
- working / How it works...
- rectangles / How it works...
- circles / How it works...
- convex polygons / How it works...
- concave polygons / How it works...
- GameObject class, using / How it works...
- Shape Selector tool
- about / How it works...
- side-scroller
- A* pathfinding / A* pathfinding in a side-scroller, How to do it..., How it works...
- SimpleAudioEngine class / How it works...
- SimpleAudioEngine sharedEngine] singleton / How it works...
- singleton / There's more...
- SlidingMenuGrid class / How it works...
- sound
- playing / Playing sounds and music, Getting ready
- SimpleAudioEngine class / How it works...
- effects, playing / How it works...
- fading / Fading sounds and music, Getting ready, How to do it..., How it works...
- sound buffers / How it works...
- sound effects
- individual sound effects, fading / How it works...
- all sound effects, fading / How it works...
- SpawnPoint object / How it works...
- speech recognition
- about / Speech recognition and text-to-speech
- observer, instantiating / How it works...
- controllers, instantiating / How it works...
- audio session, instantiating / How it works...
- FliteController, using / How it works...
- PocketsphinxController, using / How it works...
- OpenEarsEventsObserverDelegate protocol / How it works...
- sprites
- drawing / Drawing sprites, How to do it..., How it works...
- mipmapping / How it works...
- coloring / Coloring sprites, Getting ready
- coloring, steps / How to do it..., How it works...
- CCGradientLayer class / How it works...
- animating / Animating sprites, Getting ready, How it works...
- animated object class structure / How it works...
- asynchronous actions / There's more...
- synchronous timers / There's more...
- importing / How to do it...
- Sprite Selector tool
- about / How it works...
- spriteShadow variable / How it works...
- Sprite Stamp tool
- about / How it works...
- SQLite database
- data, saving into / Saving data into an SQLite database
- using, steps / How to do it...
- saving / How it works...
- loading / How it works...
- FMResultSet object / How it works...
- SQLite database creation errors / There's more...
- SSAStarNode / How it works...
- SSAStarPathNode / How it works...
- SSGameActor / How it works...
- SSGameWaypoint / How it works...
- SSNeighborNode / How it works...
- start() function / How it works...
- steering / Using the accelerometer for steering
- synchronous timers / There's more...
T
- tap
- text to speech
- TexturedPolygon class / How it works...
- texture filled polygon
- rendering / Rendering a texture-filled polygon, How to do it..., How it works...
- polygon triangulation algorithm, using / How it works...
- triangulation / How it works...
- uses / How it works...
- performance / How it works...
- caveats / How it works...
- animating / Animating a texture-filled polygon, How it works...
- TexturePacker
- about / See also...
- URL, for downloading / See also...
- textures
- packing, Zwoptex used / How to do it...
- tileAt method
- about / How it works...
- Tiled level editor
- about / Creating levels using Tiled
- used, for creating levels / How to do it..., How it works...
- tileset
- creating / How it works...
- TMX tilemap
- A* pathfinding / A* pathfinding on a TMX tilemap, How to do it..., How it works...
- top-down isometric game engine
- about / Creating a top-down isometric game engine
- creating / How to do it...
- working / How it works...
- Box2D modifications / How it works...
- GameIsoObject class / How it works...
- isometricContactListener class / How it works...
- on Z plane / How it works...
- bouncing / How it works...
- rolling / How it works...
- PERSPECTIVE_RATIO / How it works...
- depth testing / How it works...
- image, scaling on the Z-axis / How it works...
- zooming / How it works...
- camera limiting / How it works...
- side-scrolling, with depth / There's More...
- torque / How it works...
- touches variable / How it works...
- triangulation / How it works...
- type property / How it works...
U
- UIAcceleration variable / How it works...
- UIAlertViewDelegate protocol / How it works...
- UIApplication singleton / How it works...
- UIButton class / How it works...
- UIKit
- wrapping / Wrapping UIKit, How it works...
- UIButton class / How it works...
- UIScrollView class / How it works...
- UIKit alert dialogs
- about / UIKit alert dialogs, How to do it...
- UIAlertViewDelegate protocol / How it works...
- buttonIndex variable / How it works...
- UIScrollView class / How it works...
V
- variable time step / How it works...
- vehicle
- creating / Creating a vehicle, Getting ready, How to do it...
- car, creating / How it works...
- driving / How it works...
- curved road, creating / How it works...
- camera / How it works...
- revolute joints, using / There's More...
- b2_maxPolygonVertices / There's More...
- Vertex Buffer Object OpenGL extension / There's more...
- vertical sliding menu grid
- creating / Creating a vertical sliding menu grid, Getting ready, How it works...
- SlidingMenuGrid class / How it works...
- video files
- playing / Playing video files, How to do it..., How it works...
- MPMoviePlayerController, using / How it works...
- Objective-C observers, using / How it works...
- observer pattern / How it works...
- movie file format / How it works...
- VRope class / How it works...
W
- world Step method / How it works...
- WYSIWYG editor
X
- XML data files
- reading / Reading XML data files, How to do it..., How it works...
- processing / How it works...
Z
- Zwoptex application
- URL, for downloading / Getting ready
- Zwoptex Texture Packer
- about / Packing textures using Zwoptex
- used, for packing textures / How to do it...