Core Techniques and Algorithms in Game Programming2003

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Galaga

    history of game programming 

Galaxian

    history of game programming 

Game & Watch

    history of game programming 

game consoles

    business model for 

    history of game programming  2nd  3rd 

game development

    innovation in  2nd 

game engines

    history of game programming  2nd  3rd  4th  5th  6th 

game logic bottlenecks.  [See application bottlenecks]

game logic section (programming)

    player updates  2nd  3rd 

    world updates  2nd  3rd 

game programming

    game logic section

        player updates  2nd  3rd 

        world updates  2nd  3rd 

    history of 

        beginnings of industry  2nd  3rd  4th  5th 

        cell phones  2nd 

        company consolidation  2nd  3rd 

        game consoles  2nd  3rd 

        game engines  2nd  3rd  4th  5th  6th 

        handheld games  2nd  3rd 

        multiplayer games  2nd  3rd 

        personal computers  2nd 

        Spacewar   2nd  3rd 

    presentation section  2nd 

        networked games  2nd 

        NPC rendering  2nd 

        player rendering  2nd  3rd 

        world rendering  2nd 

    real-time software.  [See real-time software]

    stages of development  2nd  3rd  4th 

        maintenance  2nd 

        preproduction  2nd  3rd  4th  5th  6th 

        production  2nd  3rd  4th 

game programming.  [See programming]

Game Software Developer's Kit (SDK) 

game worlds

    rendering  2nd 

    updating  2nd  3rd 

Gameboy

    history of game programming  2nd  3rd 

Gameboy Advance

    history of game programming 

Gameboy Advance (GBA)

    history of game programming 

gamepads.  [See joysticks]

gameplay

    ideas based on 

GBA (Gameboy Advance)

    history of game programming 

generic programming 

genetic programming  2nd 

    evolutionary computation  2nd 

        fitness testing  2nd  3rd 

        mutations  2nd 

    population generation  2nd  3rd 

genetic theory 

geometric transforms

    matrices for  2nd 

geometrical algorithms

    convex hull computations 

        2D solution 

        3D solution  2nd 

    moving spheres tests  2nd  3rd  4th 

    point inclusion tests 

        point-in-AABB  2nd  3rd 

        point-in-convex object  2nd 

        point-in-convex polygon  2nd  3rd 

        point-in-object  2nd  3rd  4th 

        point-in-polygon  2nd  3rd 

        point-in-sphere  2nd  3rd 

    point-triangle set collision  2nd 

    ray intersection tests 

        ray-AABB  2nd 

        ray-convex hull 

        ray-object 

        ray-plane  2nd  3rd 

        ray-sphere  2nd 

        ray-triangle  2nd 

    sweep and prune collision tests  2nd  3rd 

    triangle reduction  2nd 

        edge collapsing  2nd 

        nonconservative triangle reduction  2nd  3rd 

        progressive meshes  2nd  3rd 

        vertex collapsing  2nd  3rd 

geometry

    3D pipelines.  [See 3D pipelines]

    clipping process  2nd 

        bounding boxes  2nd 

        bounding spheres  2nd  3rd  4th 

        object clipping  2nd 

        triangle clipping  2nd 

    culling process  2nd  3rd  4th 

        object culling  2nd  3rd 

    for oceans  2nd 

    lighting stage  2nd 

    occlusion testing  2nd  3rd 

    rasterization  2nd  3rd 

    resolution testing  2nd  3rd 

        continuous LOD policies  2nd  3rd 

        discrete LOD policies  2nd  3rd 

    transform stage  2nd 

geometry bottlenecks  2nd  3rd  4th 

geometry effects

    with shaders  2nd 

geometry formats (3D pipelines)  2nd 

geometry packing 

geometry rendering

    Direct3D  2nd  3rd 

        performance tuning  2nd 

    OpenGL performance tuning  2nd 

geometry representation

    OpenGL performance tuning  2nd 

geometry transfer bottlenecks  2nd  3rd 

geomipmapping  2nd  3rd  4th  5th 

geomorphing  2nd 

geomorphing (progressive meshes) 

GetAsyncKeyState call  2nd  3rd 

GetDeviceState call 

GetKeyboardState call  2nd 

geyser example (particle systems) 

gimbal lock problem 

GL2 shading language 

glenzing effects  2nd 

global illumination

    with light mapping 

global particle systems  2nd 

global path finding algorithms 

Global Unique Identifier (GUID)

    DirectInput devices 

gloss mapping  2nd  3rd 

Gmax

    history of game programming 

Gold Master version of games 

Goldeneye

    shooting games 

GPU memory access  2nd 

GPU processing

    outdoors rendering  2nd  3rd 

graphical diagrams (FSMs)  2nd  3rd 

graphical RPGs

    history of game programming 

graphics

    3D pipelines.  [See 3D pipelines]

    for Nintendo Entertainment System (NES)

        history of game programming 

    rendering 

graphics pipeline

    stages of  2nd 

graphs  2nd  3rd  4th 

grass

    rendering  2nd 

        statistical distribution algorithms  2nd  3rd 

        volume rendering  2nd  3rd 

grid-based spatial index design pattern  2nd  3rd 

Grim Fandango

    Lua 

group dynamics 

    boids algorithm  2nd  3rd  4th  5th 

    formation-based movement  2nd 

group dynamics.  [See synchronization of AI systems]

GUID

    (Global Unique Identifier)

        DirectInput devices 

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