/external/vulkan-validation-layers/demos/smoke/ |
D | Main.cpp | 38 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() [all …]
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D | Game.h | 27 Game(const Game &game) = delete; 28 Game &operator=(const Game &game) = delete;
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D | ShellAndroid.cpp | 68 ShellAndroid::ShellAndroid(android_app &app, Game &game) : Shell(game), app_(app) in ShellAndroid() argument
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D | ShellWin32.cpp | 58 ShellWin32::ShellWin32(Game &game) : Shell(game), hwnd_(nullptr) in ShellWin32() argument
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D | ShellXcb.h | 25 ShellXcb(Game &game);
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D | ShellWayland.cpp | 111 ShellWayland::ShellWayland(Game &game) : Shell(game) { in ShellWayland() argument
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D | ShellWin32.h | 25 ShellWin32(Game &game);
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D | ShellWayland.h | 24 ShellWayland(Game &game);
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D | ShellAndroid.h | 25 ShellAndroid(android_app &app, Game &game);
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D | ShellXcb.cpp | 84 ShellXcb::ShellXcb(Game &game) : Shell(game) in ShellXcb() argument
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D | Shell.cpp | 27 Shell::Shell(Game &game) in Shell() argument 28 : game_(game), settings_(game.settings()), ctx_(), in Shell()
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D | Shell.h | 81 Shell(Game &game);
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/external/replicaisland/ |
D | README.TXT | 2 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… 24 …game 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… [all …]
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/external/replicaisland/src/com/replica/replicaisland/ |
D | GameRenderer.java | 64 public GameRenderer(Context context, Game game, int gameWidth, int gameHeight) { in GameRenderer() argument 66 mGame = game; in GameRenderer()
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/external/flatbuffers/CMake/ |
D | PackageDebian.cmake | 10 …th support for Java, C# and Go. It was created at Google specifically for game development and oth…
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/external/skia/experimental/SimpleiOSApp/iPad/ |
D | AppDelegate_iPad.m | 32 …le timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
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/external/selinux/python/sepolicy/sepolicy/help/ |
D | lockdown_ptrace.txt | 6 …xamine the memory of any other process run by them. Meaning the computer game you are running on …
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/external/flatbuffers/docs/source/ |
D | FlatBuffers.md | 8 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).
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D | Support.md | 13 target was high performance game development. It thus has the richest
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D | Benchmarks.md | 22 meant to be representative of game data, e.g. a scene format.
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/external/libopus/ |
D | README | 6 Voice over IP, videoconferencing, in-game chat, and even remote live music 11 for non-realtime stored-file applications such as music distribution, game
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/external/skia/experimental/SimpleiOSApp/iPhone/ |
D | AppDelegate_iPhone.m | 32 …le timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
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/external/ImageMagick/Magick++/ |
D | README | 60 Users who are interested in displaying their images at video game rates on a
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/external/llvm/test/Transforms/ConstantHoisting/ARM/ |
D | bad-cases.ll | 5 ; prologue/epilogue. Elsewhere they're fair game though.
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/external/libvorbis/ |
D | CHANGES | 94 * new crosslap and halfrate APIs for game use
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