Core Techniques and Algorithms in Game Programming2003

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C programming language

    history of game programming 

cache

    performance tuning 

caching

    textures  2nd 

calibration

    joysticks 

call sequences

    TCP and UDP clients 

callbacks (DirectInput) 

camera model

    OpenGL  2nd  3rd 

cameras

    crane cameras 

    Direct3D  2nd 

    dolly cameras 

    fixed cameras 

    in first-person shooters  2nd  3rd 

        inertia  2nd 

        rendering  2nd 

    in flight simulators  2nd  3rd  4th  5th 

    inertial cameras 

    placement algorithms  2nd 

        relevant information selection  2nd  3rd 

        rule systems for  2nd 

        target selection  2nd 

        view angle selection  2nd 

    selecting  2nd 

    steadycams 

    styles of  2nd  3rd  4th  5th  6th 

    third-person cameras  2nd  3rd  4th  5th 

cameras.  [See also cinematography]

caustics

    ocean rendering  2nd  3rd  4th  5th 

CCD (Cyclic Coordinate Descent)  2nd  3rd 

CCS (content creation systems)

    history of game programming 

cel animation 

cel shading  2nd 

cell phones

    history of game programming  2nd 

cellular automata

    fire special effects  2nd 

center

    definition of

        for BSP construction 

CFGs (Context-Free Grammars) 

Cg shading language  2nd  3rd 

chained/hierarchical systems

    rendering particles 

challenges for outdoors rendering

    solutions for  2nd 

character animation  2nd 

    explicit methods 

        frame animation  2nd 

        keyframe animation  2nd  3rd 

        tagged animation  2nd  3rd  4th  5th  6th 

        versus implicit methods  2nd  3rd  4th 

    facial animation  2nd  3rd 

    forward kinematics

        blending with inverse kinematics  2nd 

    implicit methods  2nd 

        forward kinematics  2nd  3rd 

        hardware-assisted skeletal animation  2nd  3rd 

        skeletal animation mathematics  2nd  3rd 

        versus explicit methods  2nd  3rd  4th 

    inverse kinematics  2nd 

        analytic solutions  2nd  3rd  4th  5th 

        blending with forward kinematics  2nd 

        Cyclic Coordinate Descent (CCD)  2nd  3rd 

    limb slicing  2nd 

    prop handling  2nd  3rd 

        and vehicles 

character interaction

    camera placement algorithms  2nd 

        relevant information selection  2nd  3rd 

        rule systems for  2nd 

        target selection  2nd 

        view angle selection  2nd 

charge detection test (IMs) 

chasing behaviors (AI systems)  2nd 

    constant speed  2nd 

    predictive chasing  2nd  3rd 

choreographed AI systems  2nd  3rd  4th 

chronology of game programming.  [See history of game programming]

chunked LODs

    outdoors rendering  2nd  3rd  4th  5th 

cinematics

    particle systems 

cinematography  2nd 

    camera placement algorithms  2nd 

        relevant information selection  2nd  3rd 

        rule systems for  2nd 

        target selection  2nd 

        view angle selection  2nd 

    camera styles  2nd  3rd  4th  5th  6th 

    first-person shooters  2nd  3rd 

        inertia  2nd 

        rendering cameras  2nd 

    flight simulators  2nd  3rd  4th  5th 

    selecting cameras  2nd 

    third-person cameras  2nd  3rd  4th  5th 

circuit-based networks 

circular queues 

classes

    binding 

    cohesion 

    composite design pattern  2nd  3rd  4th 

    evolution of programming languages  2nd 

    factory design pattern  2nd  3rd  4th 

    flyweight design pattern  2nd  3rd  4th 

    particle system architectures  2nd  3rd 

    pure virtual classes 

    singleton design pattern  2nd 

    STL.  [See STL]

    strategy design pattern  2nd  3rd  4th 

classifying information.  [See trees]

client-server games

    designing small area games  2nd  3rd 

clients 

    call sequences for 

    TCP clients  2nd 

        closing sockets 

        connection process  2nd  3rd 

        data transfer process  2nd 

    UDP clients  2nd 

clipping

    indoors rendering 

        hierarchical clipping with BSP trees  2nd 

clipping process (3D pipelines)  2nd 

    bounding boxes  2nd 

    bounding spheres  2nd  3rd  4th 

    object clipping  2nd 

    triangle clipping  2nd 

CLOD policy

    outdoors rendering 

CLOD.  [See continuous LOD (level-of-detail) policies]

closing sockets

    TCP clients 

clouds

    rendering  2nd 

        volumetric cloud systems  2nd 

        with billboards 

        with skyboxes  2nd 

clustered backface culling

    outdoors rendering 

clustered normal cone (CNC) 

clusters.  [See server clusters]

CNC (clustered normal cone) 

code analysis.  [See analysis techniques (performance tuning)]

code profilers  2nd 

code profilers (performance tuning)  2nd  3rd 

coding

    FSMs  2nd  3rd 

    rule systems 

        decision trees  2nd 

        symbolic rule systems  2nd  3rd  4th  5th 

        user-defined facts  2nd  3rd 

cognitive processes.  [See biology-inspired AI systems]

cohesion 

cohesion rule (boids algorithm) 

Coleco

    history of game programming 

collapsible edges.  [See edge collapsing method]

collision detection

    point-triangle set collision tests  2nd 

    sweep and prune algorithm  2nd  3rd 

    third-person cameras  2nd 

collision detection.  [See also point inclusion tests]2nd  [See also ray intersection tests]3rd  [See also moving spheres tests]

color depth

    reducing

        for textures  2nd  3rd 

color space

    3D pipelines  2nd 

colors

    cel shading  2nd 

    glenzing effects  2nd 

    of sprites

        2D game programming  2nd  3rd  4th 

    OpenGL 

        RGBA mode  2nd  3rd 

    palette effects  2nd  3rd  4th  5th  6th 

Commandos\: Behind Enemy Lines

    patrolling behaviors 

communication.  [See networking]

company consolidation

    history of game programming  2nd  3rd 

competitive multiplayer games

    history of game programming 

Compiled Vertex Arrays (CVAs) 

compiled vertex arrays (OpenGL)  2nd 

complexity

    of nature  2nd 

components (STL)  2nd 

composite design pattern  2nd  3rd  4th 

compression

    mapped games.  [See mapped games]

    quantization  2nd  3rd 

    textures  2nd 

computations.  [See mathematical formulas, review of]

Computer Space

    history of game programming 

computers.  [See personal computers]

concatenation

    of OpenGL transforms  2nd 

    of transforms of matrices  2nd 

concrete factories 

concurrent TCP servers  2nd  3rd  4th 

condition (rule systems) 

connected UDP  2nd 

    call sequences 

connection process

    TCP clients  2nd  3rd 

connection-based protocols  2nd 

connection-oriented servers.  [See TCP servers]

connectionless protocols 

conservative triangle reduction algorithms 

consoles.  [See game consoles]

consolidation

    history of game programming  2nd  3rd 

constant speed

    chasing behaviors  2nd 

containers (STL) 

    deques  2nd 

    hash_sets, hash_multisets, hash_maps, hash_multimaps  2nd 

    lists  2nd  3rd 

    maps and multimaps  2nd 

    sets and multisets  2nd 

    vectors  2nd 

content creation systems (CCS)

    history of game programming 

content creation tools  2nd 

content releases

    during maintenance phase (game programming) 

Context-Free Grammars (CFGs) 

continuous LOD (level-of-detail) policies  2nd  3rd 

convex hulls

    computation of 

        2D solution 

        3D solution  2nd 

    ray-convex hull intersection tests 

convex objects

    point-in-convex object tests  2nd 

convex polygons

    point-in-convex polygon tests  2nd  3rd 

cooperative multiplayer games

    history of game programming 

Counterstrike

    history of game programming 

coupled approach (real-time software loops)  2nd  3rd 

crane cameras 

crash and turn path finding algorithm  2nd  3rd  4th 

cross product

    vector math formula  2nd 

culling

    indoors rendering 

culling process (3D pipelines)  2nd  3rd  4th 

    object culling  2nd  3rd 

Curse of Monkey Island

    history of game programming 

CVAs (Compiled Vertex Arrays) 

cyclic approach (patrolling) 

Cyclic Coordinate Descent (CCD)  2nd  3rd 

cyclic graphs 

cylindrical texture mapping  2nd 

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