Core Techniques and Algorithms in Game Programming2003

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safe routes test (IMs) 

SAFE_RELEASE macros (DirectX) 

Samurai Romanesque

    history of game programming 

Sanders Associates

    history of game programming 

scaling

    of matrices  2nd 

scaling matrix (OpenGL) 

screen-based emitters (particle systems) 

screen-based games  2nd 

Script Creation Utility for Maniac Mansion (SCUMM)

    history of game programming 

scripting 

scripting languages  2nd 

    building from scratch  2nd 

        simple language parsers  2nd  3rd  4th  5th  6th  7th 

        structured language parsers  2nd  3rd  4th 

    embedded languages  2nd 

        Java  2nd  3rd  4th  5th 

        Lua  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

    socket-based scripting  2nd  3rd  4th 

scripts 

scrolling games  2nd  3rd 

    isometric engines  2nd  3rd  4th 

    multilayered engines  2nd 

    page-swap scrollers  2nd 

    parallax scrollers  2nd 

SCUMM (Script Creation Utility for Maniac Mansion)

    history of game programming 

search speed

    binary trees  2nd 

    hash tables  2nd 

    hash_sets, hash_multisets, hash_maps, hash_multimaps 

    linked lists 

    multi-key tables 

    priority queues  2nd 

    static arrays 

    tables 

    tries 

secondary light sources 

Sega

    history of game programming 

Sega Master System

    history of game programming 

selecting

    cameras  2nd 

    optimization targets 

    splitting plane (for BSP) 

    targets.  [See target selection]

semispace test (eye contact)  2nd  3rd 

sensory phase

    AI systems  2nd 

separation rule (boids algorithm) 

sequential AI systems 

sequential memory access (performance tuning) 

server clusters

    MMG (massively multiplayer games)  2nd 

server-side techniques (rasterization) 

server-side vertex arrays (OpenGL)  2nd  3rd 

    ATI cards 

    NVIDIA cards  2nd 

    VBOs (vertex buffer object)  2nd 

servers 

    multiclient servers  2nd 

        concurrent servers  2nd  3rd  4th 

        iterative servers  2nd 

    TCP servers  2nd  3rd  4th 

    UDP servers  2nd 

Service Games of Japan

    history of game programming 

set packing 

sets (STL containers)  2nd 

shader-based particle systems  2nd 

shaders 

    animation  2nd  3rd 

    fragment shaders  2nd 

    geometry effects  2nd 

    lighting  2nd  3rd  4th 

    particle systems  2nd  3rd 

    procedural textures  2nd  3rd  4th 

    real-time shading languages  2nd  3rd 

        Cg  2nd  3rd 

        GL2 

        HLSL 

    Renderman  2nd  3rd  4th  5th 

    special effects  2nd 

    texture mapping  2nd  3rd  4th 

    vertex shaders  2nd 

shaders.  [See also shading]2nd  [See also procedural paradigm]

shading.  [See lighting, textures]2nd  [See also shaders]

shadow example (stippling effects) 

shadow mapping  2nd  3rd  4th  5th 

shadows  2nd  3rd 

    radiosity  2nd  3rd  4th 

    ray tracing  2nd  3rd  4th  5th 

    shadow mapping  2nd  3rd  4th  5th 

    stencil shadows  2nd  3rd  4th  5th 

shield design pattern  2nd 

shift-invariant BRDF 

shooting behaviors (AI systems)  2nd 

    infinite-speed targeting 

    machine guns  2nd 

    still shooters  2nd 

    tracking shooters  2nd  3rd 

shooting games

    AI systems  2nd 

shots (camera)

    types of  2nd  3rd 

sidedefs

    in Doom 

silhouettes.  [See outlined drawing]

simple language parsers (building scripting languages)  2nd  3rd  4th  5th  6th  7th 

single-peer servers  2nd 

single-threaded decoupled approach (real-time software loops)  2nd  3rd 

singleton design pattern  2nd  3rd 

skeletal animation

    facial animation 

    forward kinematics  2nd  3rd 

    hardware-assisted skeletal animation  2nd  3rd 

    mathematics for  2nd  3rd 

    shaders 

sketch rendering.  [See pencil rendering]

skyboxes

    cloud rendering  2nd 

SLERP (Spherical Linear Interpolator)  2nd  3rd 

small area games

    designing  2nd  3rd 

smoke example (particle systems)  2nd 

Snell's Law 

sniper-stype shooters.  [See still shooters]

snipers.  [See tracking shooters]

socket-based scripting  2nd  3rd  4th 

sockets  2nd  3rd 

    blocking 

        preventing blocks  2nd 

    closing

        for TCP clients 

    IP address specification 

    nonblocking 

    single-peer servers  2nd 

    TCP client connections 

    UDP client connections  2nd 

software

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

Sony

    history of game programming 

sound.  [See audio]

Space Invaders

    game world updates 

    history of game programming 

Spacewar

    history of game programming  2nd  3rd 

spatial index design pattern  2nd 

    grid-based  2nd  3rd 

    list-based  2nd 

    quadtree-based  2nd  3rd 

spatial indexes

    outdoors rendering  2nd 

spatial indexing

    particle systems  2nd 

spatial modeling

    with graphs 

spatial sorting

    with binary trees 

spatial subdivision

    MMG (massively multiplayer games)  2nd 

spawning

    particles  2nd  3rd  4th 

special effects 

    fire  2nd 

    glenzing effects  2nd 

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

    shaders  2nd 

    stippling effects  2nd  3rd 

specular light 

specular light mapping  2nd 

speed of light 

speed.  [See also performance tips]

spheres

    bounding spheres.  [See bounding spheres]

    moving spheres tests  2nd  3rd  4th 

    point-in-sphere tests  2nd  3rd 

    ray-sphere intersection tests  2nd 

Spherical Linear Interpolator (SLERP)  2nd  3rd 

spherical texture mapping  2nd 

split queue (ROAM) 

split-only ROAM 

splitting plane (for BSP)

    selecting 

spot lights

    OpenGL 

springs

    particle systems 

sprite table (NES)

    history of game programming 

sprites

    blitting (layering) 

    combining

        with multilayered engines  2nd 

    in isometric engines  2nd  3rd  4th 

    in scrolling games  2nd  3rd  4th 

    memory requirements for  2nd  3rd  4th 

stacks  2nd  3rd 

Stanard Games

    history of game programming 

Standard Template Library.  [See STL]

Star Trek II\: The Wrath of Kahn (film)

    particle data structures 

    particle systems 

Star Wars

    eye contact 

Starship Troopers

    boids algorithm 

state change information

    MMG (massively multiplayer games)  2nd 

state changes

    OpenGL performance tuning  2nd 

state design pattern  2nd 

state machines 

state machines.  [See FSMs]

state-space search (AI systems)  2nd  3rd 

static arrays  2nd  3rd 

static textures 

statistical distribution algorithms

    grass rendering  2nd  3rd 

steadycams 

stencil buffer  2nd 

stencil shadows  2nd  3rd  4th  5th 

still shooters (shooting behaviors)  2nd 

stippling effects  2nd  3rd 

STL  2nd 

    (Standard Template Library)  2nd 

    containers 

        deques  2nd 

        hash_sets, hash_multisets, hash_maps, hash_multimaps  2nd 

        lists  2nd  3rd 

        maps and multimaps  2nd 

        sets and multisets  2nd 

        vectors  2nd 

    efficiency  2nd 

    iterators  2nd 

Stochastic ray tracing 

strafing 

strategy design pattern  2nd  3rd  4th 

strategy games.  [See also tactical AI]

stroked outlines  2nd 

structured language parsers (building scripting languages)  2nd  3rd  4th 

structured programming 

structured programming languages

    evolution of programming languages  2nd 

structures.  [See data structures]

Super Mario Bros

    action/output system in AI systems 

    history of game programming 

    scrolling games 

supervised fitness testing  2nd 

surface lighting

    Direct3D 

surface properties

    OpenGL lighting  2nd 

surface shaders (Renderman) 

surfaces

    positional variance 

suspension of disbelief 

swapping.  [See caching]

sweep and prune collision tests  2nd  3rd 

symbolic constants

    for texture blending 

    OpenGL textures 

symbolic rule systems  2nd  3rd  4th  5th 

synchronization

    of AI systems  2nd  3rd 

synchronized FSMs  2nd  3rd  4th  5th 

synchronous routines

    for keyboards  2nd 

syntax

    OpenGL  2nd  3rd  4th 

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