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| Palm Programming |
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| Subroutines and Snippets |
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Preloading Bitmaps into memory
For the fastest animation,
load your bitmaps into offscreen windows, and use WinCopyRectangle() to
display them.
Double buffered animation
Direct screen access -
reading. Direct screen access - writing.
Store your data in neat structures, and make saving the game in play a breeze.
Sound routines
Timing routines Scrolling text windows
Reading input from the pen
Reading input from the buttons
Sometime floating point math is just too slow. By using fixed point math we can transform floating point numbers into integers, giving up some precision in the results, to attain huge increases in speed of calculation.
Math tables When fast just isn't fast enough, we can pre-calculate some of our equations and store them in tables. This way our program can simply "look up" the answer instead of taking time to calculate it. You wouldn't calculate PI every time you needed it would you?
3D graphics in 2D
3D graphics in 3D When only the real thing will do. Here we put matrix math into use to give us ultra fast rotation and position control.
Fast polygon filling
Physics modeling
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| This section is for C programmers and is focused on game programming |