Core Techniques and Algorithms in Game Programming2003

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Dabney, Ted

    history of game programming 

Darwin, Charles

    theory of evolution 

data amplification

    procedural model 

data extrapolation

    MMG (massively multiplayer games)  2nd  3rd 

data quantization  2nd  3rd 

data storage

    performance tuning  2nd 

data structures

    2D arrays

        in page-swap scrollers 

    deques  2nd  3rd 

    doubly-linked lists  2nd  3rd 

    for particles  2nd 

    graphs  2nd  3rd  4th 

    linked lists  2nd  3rd 

    outdoors rendering  2nd 

        BTT (binary triangle tree)  2nd  3rd 

        heightfields  2nd  3rd 

        quadtrees  2nd  3rd 

    priority queues  2nd  3rd 

    queues  2nd  3rd 

    stacks  2nd  3rd 

    static arrays  2nd  3rd 

    STL.  [See STL]

    tables  2nd 

        hash tables  2nd  3rd  4th 

        multi-key tables  2nd  3rd 

    trees  2nd 

        binary trees  2nd  3rd 

        N-ary trees  2nd 

        ordered binary trees 

        quadtrees and octrees  2nd  3rd 

        traversal operations  2nd  3rd 

        tries  2nd  3rd  4th 

data transfer bottlenecks  2nd  3rd  4th  5th 

data transfer process

    TCP clients  2nd 

    UDP clients  2nd 

data types

    evolution of programming languages  2nd  3rd 

    OpenGL 

data types (3D pipelines) 

    alpha transparency  2nd 

    color space  2nd 

    indexed primitives  2nd  3rd 

    quantization  2nd  3rd 

    textures  2nd  3rd 

    vertices  2nd 

Day of the Tentacle

    history of game programming 

de Boer, Willem

    geomipmapping 

decals (textures) 

decision trees

    coding rule systems  2nd 

depth perception

    in parallax scrollers  2nd 

depth-first algorithm 

depth-first search (AI systems) 

deques  2nd  3rd 

deques (STL containers)  2nd 

design patterns.  [See DPs]

detail textures  2nd 

determinant

    of matrices 

deterministic finite automata (DFA).  [See FSMs]

development stages (game programming)  2nd  3rd  4th 

    maintenance  2nd 

    preproduction  2nd  3rd  4th  5th  6th 

    production  2nd  3rd  4th 

DFA (deterministic finite automata).  [See FSMs]

Diablo

    2D game programming 

    isometric engines 

    progress design pattern 

    scrolling games 

    spatial subdivision 

    state change information 

diagrams (FSMs)  2nd  3rd 

difference function (sets) 

differential solid angles 

diffuse light 

diffuse light mapping 

Digital PDP-1

    history of game programming 

Dijkstra's algorithm  2nd  3rd  4th 

direct kinematics.  [See forward kinematics]

Direct3D 

    animation-oriented objects  2nd 

    booting  2nd  3rd 

    cameras  2nd 

    extensions 

        ID3DXFont interface  2nd 

        ID3DXMesh interface  2nd 

        ID3DXPMesh interface  2nd 

    FVF (Flexible Vertex Format)  2nd  3rd 

    geometry rendering  2nd  3rd 

        performance tuning  2nd 

    hierarchical transforms 

    indexed primitives  2nd 

    lighting  2nd  3rd  4th 

    render states  2nd 

    textures  2nd 

    transforms  2nd 

    user pointer primitives  2nd 

directed graphs 

DirectInput

    action mapping  2nd  3rd 

    force feedback  2nd  3rd 

    joysticks  2nd  3rd  4th 

    keyboards  2nd  3rd  4th 

    mice  2nd  3rd 

DirectX

    history of  2nd 

    light mapping  2nd 

    symbolic constants

        for texture blending 

DirectX.  [See also Direct3D]

discarding triangles

    OpenGL performance tuning 

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

displacement (mice) 

displacement shaders (Renderman) 

display lists

    OpenGL  2nd  3rd 

distance-related formulas 

    between planes  2nd 

    between two lines  2nd 

    between two points  2nd 

    from point to line  2nd 

    from point to plane  2nd 

DNA code 

DNS addresses

    converting to IP addresses  2nd 

Dogma games

    presentation values 

dolly cameras 

Donkey Kong

    gameplay ideas 

    history of game programming 

    history of game programming) 

Doom

    binary space partition (BSP) algorithms 

    BSP (Binary Space Partition) trees 

    history of game programming  2nd  3rd 

DOS

    history of DirectX 

dot product

    vector math formula  2nd 

Dot3 bump mapping  2nd 

double-ended queues.  [See deques]

doubly-linked lists  2nd  3rd 

Douglas, A.S.

    history of game programming 

DPs

    (design patterns)  2nd 

    programming patterns  2nd 

        composite  2nd  3rd  4th 

        factory  2nd  3rd 

        flyweight  2nd  3rd 

        singleton  2nd  3rd 

        spatial index  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

        strategy  2nd  3rd  4th 

    usability patterns  2nd 

        automatic mode cancellation (AMC)  2nd 

        focus  2nd 

        magnetism  2nd 

        progress  2nd 

        shield  2nd 

        states  2nd 

drag coefficient

    particle systems 

dramatic shots 

driving games.  [See racing games]

Duchaineau, Mark

    ROAM algorithm 

Dungeon Siege

    state change information 

dycotomic search algorithm 

dynamic arrays.  [See linked lists]

dynamic servers

    MMG (massively multiplayer games)  2nd  3rd 

dynamic textures 

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