Core Techniques and Algorithms in Game Programming2003

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Pac-man

    history of game programming  2nd 

packed geometry 

packed primitives (rasterization) 

packet switching 

packing light maps  2nd  3rd  4th  5th 

page-swap scrollers  2nd 

paging

    textures  2nd 

painterly rendering  2nd 

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

palette rotation (special effects)  2nd  3rd  4th 

palletized texture maps 

parallax scrollers  2nd 

parallel automata  2nd  3rd  4th  5th 

parallel automata (AI systems)  2nd 

Parallel IBR method

    tree rendering  2nd  3rd  4th 

parsing

    simple languages

        building scripting languages  2nd  3rd  4th  5th  6th  7th 

    structured languages

        building scripting languages  2nd  3rd  4th 

particle systems  2nd  3rd  4th 

    class architecture  2nd  3rd 

    generic example  2nd 

    global particle systems  2nd 

    local particle systems  2nd 

    particle behavior  2nd  3rd  4th 

    particle data structures  2nd 

    particle extinction  2nd 

    performance tips  2nd 

        LOD (level-of-detail) particle systems  2nd  3rd 

        memory management  2nd 

        shader-based particle systems  2nd 

        spatial indexing  2nd 

    rendering particles  2nd 

        animated textures 

        blending modes  2nd 

        chained/hierarchical systems 

        efficient computation  2nd  3rd 

        time-varying parameters 

    shaders  2nd  3rd 

    spawning particles  2nd  3rd  4th 

particles

    behavior of  2nd  3rd  4th 

    data structures for  2nd 

    extinction of  2nd 

    fading out  2nd 

    rendering  2nd 

        animated textures 

        blending modes  2nd 

        chained/hierarchical systems 

        efficient computation  2nd  3rd 

        timei-varying parameters 

    spawning  2nd  3rd  4th 

Patch WADs (PWADs) 

path finding (tactical AI)  2nd 

    A* algorithm  2nd  3rd  4th  5th  6th 

    crash and turn algorithm  2nd  3rd  4th 

    Dijkstra's algorithm  2nd  3rd  4th 

    human path finding algorithm  2nd 

    iterative-deepening A* algorithm  2nd 

    region-based A* algorithm  2nd 

patrolling behaviors (AI systems)  2nd  3rd 

pattern table (NES)

    history of game programming 

patterns.  [See DPs (design patterns)]

PCs.  [See personal computers]

pencil rendering  2nd  3rd 

penumbras

    ray tracing 

per-pixel lighting

    light mapping  2nd  3rd 

        computation  2nd 

        diffuse light mapping 

        DirectX  2nd 

        global illumination 

        OpenGL  2nd 

        Phong algorithm  2nd 

        radiosity  2nd  3rd  4th 

        ray tracing  2nd  3rd  4th  5th 

        specular light mapping  2nd 

    versus per-vertex lighting  2nd  3rd 

per-vertex lighting

    versus per-pixel lighting  2nd  3rd 

per-vertex local lighting 

performance

    OpenGL lighting  2nd  3rd  4th 

performance tips

    for particle systems  2nd 

        LOD (level-of-detail) particle systems  2nd  3rd 

        memory management  2nd 

        shader-based particle systems  2nd 

        spatial indexing  2nd 

performance tuning 

    analysis techniques  2nd 

        memory usage  2nd  3rd 

        timing routines  2nd  3rd 

    bottlenecks  2nd  3rd  4th  5th 

        application bottlenecks  2nd 

        data transfer bottlenecks  2nd  3rd 

        geometry bottlenecks  2nd 

        rasterization bottlenecks  2nd  3rd 

    code profilers  2nd  3rd  4th  5th 

    Direct3D  2nd 

    OpenGL 

        discarding triangles 

        geometry rendering  2nd 

        geometry representation  2nd 

        state changes  2nd 

    optimization techniques 

        arithmetic simplification  2nd 

        efficient data storage  2nd 

        memory allocation  2nd 

        pointer indirection  2nd  3rd 

        precomputation  2nd 

        sequential memory access 

        target selection 

    ROAM optimization  2nd  3rd 

Perlin noise 

Perlin Noise function 

Perlin, Ken

    facial animation demo 

personal computers

    history of game programming  2nd  3rd 

personalities

    in AI systems 

Phong algorithm

    light mapping  2nd 

photon mapping 

photons 

physics-based particle systems

    algorithm for 

pinching (spherical mapping) 

ping-pong approach (patrolling) 

pipelines.  [See 3D pipelines]

placement algorithms (cameras)  2nd 

    relevant information selection  2nd  3rd 

    rule systems for  2nd 

    target selection  2nd 

    view angle selection  2nd 

planes

    distance between  2nd 

    distance to point  2nd 

    ray-plane intersection tests  2nd  3rd 

Planetside

    history of game programming 

planning.  [See tactical AI]

plateaus

    evolutionary computation  2nd 

platform games

    AI systems  2nd  3rd 

platform-independent API

    OpenGL as 

players

    rendering  2nd  3rd 

    restrictions on movement 

    updating  2nd  3rd 

PlayStation 2

    history of game programming 

point emitters (particle systems) 

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-in-AABB tests  2nd  3rd 

point-in-convex object tests  2nd 

point-in-convex polygon tests  2nd  3rd 

point-in-object tests  2nd  3rd  4th 

point-in-polygon tests  2nd  3rd 

point-in-sphere tests  2nd  3rd 

point-triangle set collision tests  2nd 

pointer indirection (performance tuning)  2nd  3rd 

pointers

    versus iterators (STL)  2nd 

points

    distance between  2nd 

    distance to line  2nd 

    distance to plane  2nd 

Poisson distributions  2nd  3rd 

Pokemon

    history of game programming 

Pole Position

    history of game programming) 

polled devices

    joysticks 

polygons

    point-in-polygon tests  2nd  3rd 

polygons.  [See also convex polygons]

Pong

    game world updates 

    history of game programming 

population generation (genetic programming)  2nd  3rd 

portal frustums 

portal rendering  2nd  3rd  4th  5th  6th 

    optical effects  2nd  3rd 

portal stabbing 

portal-octree hybrid

    indoors rendering  2nd 

Portentially Visible Set (PVS) 

position-based emitters (particle systems) 

position-invariant BRDF 

positional lights

    OpenGL 

positional variance 

positions (mice) 

post-order traversal (trees) 

Potentially Visible Set (PVS) 

pre-order traversal (trees) 

precomputation (performance tuning)  2nd 

predictability

    avoiding with nondeterministic automata  2nd  3rd 

predictive chasing (chasing behaviors)  2nd  3rd 

predictive shooters.  [See tracking shooters]

preproduction phase (game programming)  2nd  3rd  4th  5th  6th  7th  8th  9th 

presentation section (programming)  2nd 

    networked games  2nd 

    NPC rendering  2nd 

    player rendering  2nd  3rd 

    world rendering  2nd 

primitive lists

    outdoors rendering 

primitives

    Direct3D

        indexed primitives  2nd 

        types of 

        user pointer primitives  2nd 

    indexed primitives  2nd  3rd  4th 

    OpenGL

        batching 

        list of  2nd 

    triangle strips 

    Z-ordering  2nd 

primitives.  [See also vertices]

priorities.  [See also rule systems]

priority queues  2nd  3rd 

problem-solving analysis (AI systems)  2nd 

    state-space search  2nd  3rd 

procedural paradigm  2nd  3rd  4th 

    Renderman shaders  2nd  3rd  4th  5th 

procedural paradigm.  [See also shaders]

procedural textures 

    shaders  2nd  3rd  4th 

production phase (game programming)  2nd  3rd  4th  5th  6th 

profilers.  [See code profilers (performance tuning)]

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

programmable pipelines  2nd 

programming

    2D game programming.  [See 2D game programming]

    3D pipelines.  [See 3D pipelines]

    with Lua  2nd 

programming languages

    evolution of  2nd  3rd 

programming patterns  2nd 

    composite  2nd  3rd  4th 

    factory  2nd  3rd 

    flyweight  2nd  3rd 

    singleton  2nd  3rd 

    spatial index  2nd 

        grid-based  2nd  3rd 

        list-based  2nd 

        quadtree-based  2nd  3rd 

    strategy  2nd  3rd  4th 

programming.  [See game programming]

progress design pattern  2nd 

progressive meshes

    outdoors rendering 

progressive meshes (triangle reduction)  2nd  3rd 

progressive refinement (radiosity)  2nd 

projection matrix

    Direct3D 

projection matrix (OpenGL) 

projection properties (OpenGL camera model) 

prop handling (character animation)  2nd  3rd 

    and vehicles 

pure virtual classes 

PVS (Potentially Visible Set)  2nd 

PWADs (Patch WADs) 

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