Core Techniques and Algorithms in Game Programming2003

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quadtree-based spatial index design pattern  2nd  3rd 

quadtree-BSP hybrid

    indoors rendering  2nd 

quadtrees  2nd  3rd 

    outdoors rendering  2nd  3rd 

Quake

    action games 

    analysis/reasoning core of AI systems 

    binary space partition (BSP) algorithms 

    BSP (Binary Space Partition) trees 

    choreographed AI systems 

    feature set execution 

    first-person shooter cameras 

    history of game programming  2nd 

    leafy-BSPs 

    NPR (nonphotorealistic rendering) 

    sensory phase of AI systems 

    static and dynamic textures 

Quake 3

    character animation 

Quake II

    history of game programming 

    lighting 

    tagged animation 

Quake III

    prop handling 

    tagged animation  2nd 

Quake III\: Arena

    rendering algorithms 

quantization  2nd  3rd 

quaternions  2nd  3rd  4th  5th  6th 

    converting Euler angles to 

    converting to matrices  2nd 

queues  2nd  3rd 

    priority queues  2nd  3rd 

Quickhull algorithm  2nd 

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