Core Techniques and Algorithms in Game Programming2003

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I-Mode service

    history of game programming 

IBM PC

    history of game programming  2nd 

IBR (Image-Based Rendering)

    tree rendering  2nd 

Ibuka, Masaru

    history of game programming 

Ico

    camera styles 

id Software

    history of game programming 

ID3DXFont interface (Direct3D extension)  2nd 

ID3DXMesh interface (Direct3D extension)  2nd 

ID3DXPMesh interface (Direct3D extension)  2nd 

IDA* path finding algorithm  2nd 

identity matrix (OpenGL) 

IK.  [See inverse kinematics]

illumination.  [See lighting, shadows]

image shaders (Renderman) 

Image-Based Rendering (IBR)

    tree rendering  2nd 

immediate mode (rasterization) 

immediate mode rendering

    OpenGL  2nd  3rd  4th 

immediate-mode API

    OpenGL as 

implicit AI

    versus explicit AI 

implicit character animation methods  2nd 

    forward kinematics  2nd  3rd 

    hardware-assisted skeletal animation  2nd  3rd 

    skeletal animation mathematics  2nd  3rd 

    versus explicit character animation methods  2nd  3rd  4th 

Impossible Creatures

    Lua 

IMs.  [See influence maps]

in-order traversal (trees) 

includes function (sets) 

index list (indexed primitives) 

indexed primitives  2nd  3rd  4th 

    Direct3D  2nd 

indirection.  [See pointer indirection (performance tuning)]

indoors rendering  2nd  3rd 

    binary space partition (BSP) algorithms  2nd 

        construction of BSP  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th 

        hierarchical clipping  2nd 

        occlusion detection  2nd  3rd  4th 

        rendering algorithm  2nd 

        view-dependent sorting  2nd  3rd 

    hardware-assisted occlusion tests  2nd  3rd 

    hierarchical occlusion maps (HOM)  2nd 

    occlusion testing  2nd 

    portal rendering  2nd  3rd  4th  5th 

        optical effects  2nd  3rd 

    portal-octree hybrid  2nd 

    quadtree-BSP hybrid  2nd 

    versus outdoors rendering  2nd 

inertia

    handling in first-person shooters  2nd 

inertial cameras 

infinite-speed targeting (shooting behaviors) 

influence maps (IMs)  2nd 

    data structure  2nd  3rd 

    tests for  2nd 

informational shots 

inifinite lights

    OpenGL 

innovation in game development  2nd 

input devices.  [See user input]

instance-based engines

    outdoors rendering 

integration

    of Lua  2nd  3rd 

interactive cinematography.  [See cinematography]

interactive real-time software  2nd 

    update and render loops  2nd  3rd  4th  5th  6th  7th 

interleaved arrays 

interleaved arrays (OpenGL) 

internal format

    OpenGL textures 

Internal WADs (IWADs) 

Internet

    operational overview  2nd  3rd 

Internet Protocol (IP) 

interpolation

    keyframe animation  2nd  3rd 

    prop handling  2nd 

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

interpolation polynomials 

intersection function (sets) 

inverse

    of matrices  2nd 

inverse kinematics  2nd 

    (IK)  2nd 

    analytic solutions  2nd  3rd  4th  5th 

    blending with forward kinematics  2nd 

    Cyclic Coordinate Descent (CCD)  2nd  3rd 

IP (Internet Protocol) 

IP addresses

    converting DNS addresses to  2nd 

    specifying for sockets 

isometric engines  2nd  3rd  4th 

iterative TCP servers  2nd 

iterative-deepening A* path finding algorithm  2nd 

iterators (STL)  2nd 

IWADs (Internal WADs) 

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