Index
A
- aliasing
- about / Aliasing
- Alignment / Boids
- Android command-line tools
- using, on Windows / Using Android command-line tools on Windows
- using, on OS X / Using Android command-line tools on OS X
- using, on Linux / Using Android command-line tools on Linux
- Android licensing
- in native applications / Android licensing in native applications
- Android SDK
- AngelCode
- URL / FreeType
- Ant-based application template
- creating manually / Creating an Ant-based application template manually
- Apache Ant
- application assets
- accessing / Accessing application assets
- archive files
- accessing / Accessing the archive files
- Array of Structures (AoS)
- about / Implementing the particle system
- ArriveTo / Boids
- asteroids game
- about / Asteroids game
- asynchronous callbacks
- asynchronous networking
- with libcurl / Asynchronous networking with libcurl
- Avoidance / Boids
B
- bitstream / Theora
- Boids
- Boids demonstration
- about / Boids demonstration
C
- Codec / Theora
- Cohesion / Boids
- collective behaviors
- about / Collective behaviors
- compressed audio
- decoding / Decoding compressed audio
- tracker music, decoding with ModPlug library / Decoding tracker music using the ModPlug library
- MP3 files, decoding / Decoding MP3 files
- OGG files, decoding / Decoding OGG files
- cross-platform audio streaming
- initialization / Initialization and playback
- playback / Initialization and playback
- sounds, streaming / Streaming sounds
- stringed musical instrument model / Stringed musical instrument model
- compressed audio, decoding / Decoding compressed audio
- cross-platform code
- organizing / Organizing the cross-platform code
- cross-platform OpenGL abstractions
- Curl
- about / Curl
- URL / Curl
- references / Asynchronous networking with libcurl
D
- Deimos
- URL / Scene construction
- delete this idiom
- URL / Intrusive smart pointers
- demo application, rendering engine
- about / Demo application and a rendering technique
- scene construction / Scene construction
- user interaction, with 3D scenes / User interaction with 3D scenes
- digression / Digression: helper routines
- dynamic linking
- on Windows platform / Dynamic linking on Windows platform
E
- Euler integration method
F
- files
- accessing, on host filesystem / Accessing files on the host filesystems
- writing / Writing files
- flocking algorithms
- implementing / Implementation of the flocking algorithms
- Flurry analytics
- about / Flurry analytics
- FreeImage
- about / FreeImage
- URL / FreeImage
- images, loading / Loading and saving images
- images, saving / Loading and saving images
- FreeType
- about / FreeType
G
- geometry data
- feeding, to OpenGL / Feeding the geometry data to OpenGL
- glBufferData()
- Google documentation
- references / Android licensing in native applications
- Gradle
- Gradle-based application template
- creating manually / Creating a Gradle-based application template manually
- graphics initialization
- using SDL2 / Graphics initialization using SDL2
H
- Heartbleed Bug
- URL / OpenSSL
- helper routines / Digression: helper routines
- host filesystems
- files, accessing on / Accessing files on the host filesystems
I
- iCanvas implementation
- about / Rendering
- in-memory files
- about / In-memory files
- intrusive smart pointers
- about / Intrusive smart pointers
J
- Java Development Kit (JDK)
L
- libcurl
- asynchronous networking, using with / Asynchronous networking with libcurl
- URL / Asynchronous networking with libcurl
- libcurl library
- URL / Curl
- libraries
- linking, to application / Linking the libraries to your application
- LibTheoraPlayer library
- URL / Theora
- Linderdaum Engine
- linear algebra
- LUrlParser library
M
- make tool / Dealing with precompiled static libraries
- Martins Mozeiko port
- reference / OpenAL
- message pumps
- defining / Message pumps and asynchronous callbacks
- ModPlug library
- used, for decoding tracker music / Decoding tracker music using the ModPlug library
- mount points
- about / Mount points
- and streams / Mount points and streams
- MP3 files
- decoding / Decoding MP3 files
N
- native code
- embedding / Embedding native code
O
- OGG files
- decoding / Decoding OGG files
- Ogg Vorbis
- about / Decoding OGG files
- URL / Decoding OGG files
- on-screen joystick
- about / Creating an on-screen joystick
- creating / Creating an on-screen joystick
- OpenAL
- about / OpenAL
- OpenGL
- geometry data, feeding to / Feeding the geometry data to OpenGL
- OpenGL API binding
- about / OpenGL API binding
- OpenSSL
P
- packet / Theora
- page-based user interface
- about / The page-based user interface
- particle system
- implementing / Implementing the particle system
- using, in game / Using particle systems in the game
- using, inside scene graph / Using particle systems inside a scene graph
- percentage closer filtering (PCF) / Material system
- portable multithreading primitives
- defining / Portable multithreading primitives
- precompiled static libraries
- dealing with / Dealing with precompiled static libraries
R
- reactor pattern
- reference-counting mechanism
- references / Intrusive smart pointers
- release version, Android applications
- rendering
- about / Rendering
- rendering engine
- scene graph / The scene graph
- scene graph nodes, creating / The scene graph
- lighting / Lighting and shading
- shading / Lighting and shading
- writing / Lighting and shading
- lights / Lights and light nodes
- light nodes / Lights and light nodes
- material system / Material system
- demo application / Demo application and a rendering technique
- rendering technique / Demo application and a rendering technique
- rules, for desired velocity
S
- shader programs
- about / Shader programs
- shadow mapping
- URL / Lighting and shading
- sounds
- streaming / Streaming sounds
- State pattern
- URL / Boids
- std$$memory_order_release flag
- about / Intrusive smart pointers
- stringed musical instrument model
- Structure of Arrays (SoA)
- about / Implementing the particle system
- swarm
- rendering / Rendering the swarm
T
- task queues
- defining / Task queues
- TeamCity
- TeamCity continuous integration server
- using, with Android applications / Using TeamCity continuous integration server with Android applications
- text rendering
- about / Text rendering
- glyph positions, calculating / Calculating glyph positions and string size in pixels
- string size, calculating / Calculating glyph positions and string size in pixels
- UTF-8, decoding / Decoding UTF-8
- glyphs rendering / Glyphs rendering
- font initialization / Font initialization and caching
- caching / Font initialization and caching
- text renderer, integrating into canvas / Integrating the text renderer into the canvas
- textures
- about / Textures
- Theora
- TinyThread library
- tracker music
- decoding, ModPlug library used / Decoding tracker music using the ModPlug library
- transformations
U
- UI system
- organizing / Organizing the UI system
- base UI view / The base UI view
- events / Events
- UI classes, implementing / Implementing UI classes
- views, using in application / Using views in application
- UTF-8 decoder
- URL / Decoding UTF-8
V
- virtual filesystem
- about / Mount points
- visitor design pattern
- URL / The scene graph
W
- Wavefront OBJ file format
- URL / Scene construction