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Searched refs:game (Results 1 – 25 of 67) sorted by relevance

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/external/vulkan-validation-layers/demos/smoke/
DMain.cpp38 Game *game = create_game(argc, argv); in main() local
40 ShellXcb shell(*game); in main()
43 delete game; in main()
53 Game *game = create_game(argc, argv); in main() local
55 ShellWayland shell(*game); in main()
58 delete game; in main()
70 Game *game = create_game(0, nullptr); in android_main() local
73 ShellAndroid shell(*app, *game); in android_main()
76 __android_log_print(ANDROID_LOG_ERROR, game->settings().name.c_str(), in android_main()
80 delete game; in android_main()
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DGame.h27 Game(const Game &game) = delete;
28 Game &operator=(const Game &game) = delete;
DShellAndroid.cpp68 ShellAndroid::ShellAndroid(android_app &app, Game &game) : Shell(game), app_(app) in ShellAndroid() argument
DShellWin32.cpp58 ShellWin32::ShellWin32(Game &game) : Shell(game), hwnd_(nullptr) in ShellWin32() argument
DShellXcb.h25 ShellXcb(Game &game);
DShellWayland.cpp111 ShellWayland::ShellWayland(Game &game) : Shell(game) { in ShellWayland() argument
DShellWin32.h25 ShellWin32(Game &game);
DShellWayland.h24 ShellWayland(Game &game);
DShellAndroid.h25 ShellAndroid(android_app &app, Game &game);
DShellXcb.cpp84 ShellXcb::ShellXcb(Game &game) : Shell(game) in ShellXcb() argument
DShell.cpp27 Shell::Shell(Game &game) in Shell() argument
28 : game_(game), settings_(game.settings()), ctx_(), in Shell()
DShell.h81 Shell(Game &game);
/external/replicaisland/
DREADME.TXT2 A side scrolling video game for Android.
10 … dangerous mission to find a mysterious power source. This is a complete game: all art, dialog, l…
14 …indow, and main game. Most of the code in this project is related to src/com/replicaisland/AndouK…
16 The game loop itself is structured as follows:
18 …ouKun.java spins up the game, handles input events, deals with pausing and resuming, and also mana…
20 …etween AndouKun.java and the game loop itself. This class bootstraps the game, passes events thro…
22 …d.java is the actual game loop. It's main utility is to manage the main loop (MainLoop.java), whi…
24game graph that describes the Replica Island runtime. Anything managed by MainLoop will be polled…
26 …ring step. Rendering does not occur in the game thread. Instead, render commands are queued up b…
36 res/xml/leveltree.xml: This file describes the non-linear level progression through the game. It i…
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/external/replicaisland/src/com/replica/replicaisland/
DGameRenderer.java64 public GameRenderer(Context context, Game game, int gameWidth, int gameHeight) { in GameRenderer() argument
66 mGame = game; in GameRenderer()
/external/flatbuffers/CMake/
DPackageDebian.cmake10 …th support for Java, C# and Go. It was created at Google specifically for game development and oth…
/external/skia/experimental/SimpleiOSApp/iPad/
DAppDelegate_iPad.m32 …le timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
/external/selinux/python/sepolicy/sepolicy/help/
Dlockdown_ptrace.txt6 …xamine the memory of any other process run by them. Meaning the computer game you are running on …
/external/flatbuffers/docs/source/
DFlatBuffers.md8 It was originally created at Google for game development and other
88 - [Cocos2d-x](http://www.cocos2d-x.org/), the #1 open source mobile game
90 … [game data](http://www.cocos2d-x.org/reference/native-cpp/V3.5/d7/d2d/namespaceflatbuffers.html).
DSupport.md13 target was high performance game development. It thus has the richest
DBenchmarks.md22 meant to be representative of game data, e.g. a scene format.
/external/libopus/
DREADME6 Voice over IP, videoconferencing, in-game chat, and even remote live music
11 for non-realtime stored-file applications such as music distribution, game
/external/skia/experimental/SimpleiOSApp/iPhone/
DAppDelegate_iPhone.m32 …le timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
/external/ImageMagick/Magick++/
DREADME60 Users who are interested in displaying their images at video game rates on a
/external/llvm/test/Transforms/ConstantHoisting/ARM/
Dbad-cases.ll5 ; prologue/epilogue. Elsewhere they're fair game though.
/external/libvorbis/
DCHANGES94 * new crosslap and halfrate APIs for game use

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