Core Techniques and Algorithms in Game Programming2003
[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z] 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) |