Core Techniques and Algorithms in Game Programming2003

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tables  2nd 

    hash tables  2nd  3rd  4th 

    multi-key tables  2nd  3rd 

tactical AI  2nd 

    group dynamics 

        boids algorithm  2nd  3rd  4th  5th 

        formation-based movement  2nd 

    influence maps (IMs)  2nd 

        data structure  2nd  3rd 

        tests for  2nd 

    path finding  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 

    rule representation  2nd  3rd 

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

Taito

    history of game programming 

taking cover.  [See hiding behaviors]

target selection

    camera placement algorithms  2nd 

TC method 

TCP (Transmission Control Protocol)  2nd  3rd 

TCP clients  2nd 

    call sequences 

    closing sockets 

    connection process  2nd  3rd 

    data transfer process  2nd 

TCP servers  2nd  3rd  4th 

    multiclient servers  2nd 

        concurrent servers  2nd  3rd  4th 

        iterative servers  2nd 

TCP/IP  2nd 

TDPS (Trihedral Discretized Polyhedra Simplification) 

teamwork.  [See synchronization of AI systems]

technical support.  [See also maintenance phase (game programming)]

technology

    ideas based on 

Tekken

    clipping process 

temporal coherence (continuous LOD policies) 

Tennis for two

    history of game programming 

Terragen

    cloud rendering 

terrain blocks (geomipmapping) 

terrain rendering.  [See outdoors rendering]

tests

    for influence maps (IMs)  2nd 

Tetris

    game world rendering 

    history of game programming 

    player update routines 

    presentation programming 

Texas Instruments

    history of game programming 

texture bottlenecks  2nd  3rd  4th 

texture mapping  2nd 

    shaders  2nd  3rd  4th 

texture mapping.  [See textures]2nd  [See textures]

texture matrix (OpenGL) 

textures

    3D pipelines  2nd  3rd 

    animating 

    blending  2nd  3rd  4th  5th 

        arithmetic for  2nd  3rd  4th  5th  6th 

    bump mapping  2nd 

        Dot3 bump mapping  2nd 

        emboss bump mapping  2nd 

    chunk LODs 

    cylindrical mapping  2nd 

    decals 

    detail textures  2nd 

    Direct3D  2nd 

    environment mapping  2nd 

    filtering  2nd 

        mipmapping  2nd  3rd 

    geomipmapping  2nd  3rd  4th  5th 

    gloss mapping  2nd  3rd 

    light mapping.  [See light mapping]

    memory usage

        caching and paging  2nd 

        color reduction  2nd  3rd 

        compression  2nd 

    multipass rendering techniques  2nd  3rd  4th  5th 

    multitexturing  2nd 

    OpenGL  2nd  3rd  4th  5th 

    procedural textures

        shaders  2nd  3rd  4th 

    shadow mapping  2nd  3rd  4th  5th 

    spherical mapping  2nd 

    texture mapping  2nd 

        shaders  2nd  3rd  4th 

    tiling  2nd 

    triangle mapping  2nd  3rd  4th 

    types of  2nd 

The Getaway

    facial animation 

The Legend of Zelda

    history of game programming 

    memory requirements 

    player update routines 

The Lion King

    boids algorithm 

The Lord of the Rings

    composite design pattern 

The Lord of the Rings (film)

    blending inverse kinematics and forward kinematics 

The Sims

    content creation tools 

The Two Towers

    camera styles 

things (lump type)

    in Doom 

third-person cameras  2nd  3rd  4th  5th 

tile table (mapped games) 

tile tables (TT) 

    format of tiles  2nd 

    number of tiles  2nd 

tiles

    format of  2nd 

    memory requirements formula 

    number of  2nd 

tiling

    textures  2nd 

time-varying parameters

    rendering particles 

timing routines (performance tuning)  2nd  3rd 

Tokyo Telecommunications Engineering Corporation

    history of game programming 

Tomb Raider

    forward kinematics 

    quaternions 

    third-person cameras 

Torrance-Sparrow-Cook model 

tournament fitness testing 

tracking shooters (shooting behaviors)  2nd  3rd 

traffic light example (palette rotation effects)  2nd  3rd 

transferring data.  [See data transfer process]

transform stage (3D pipelines)  2nd 

transformation shaders (Renderman) 

transformations

    OpenGL  2nd  3rd  4th 

        concatenation of  2nd 

        hierarchical transforms  2nd 

transforms

    Direct3D  2nd 

        hierarchical transforms 

    of matrices

        concatenation of  2nd 

transitions (graphs) 

translation

    of matrices  2nd 

translation matrix (OpenGL) 

transmission (light).  [See refraction]

Transmission Control Protocol (TCP)  2nd  3rd 

transparency

    2D game programming  2nd  3rd 

    3D pipelines  2nd 

    of water  2nd 

    OpenGL

        RGBA mode  2nd  3rd 

    with glenzing effects  2nd 

    with stippling effects  2nd  3rd 

transposition

    of matrices 

traversal operations (trees)  2nd  3rd 

Tread Marks

    ROAM algorithm 

Trebilco, Damian

    fire generator 

trees  2nd 

    binary trees  2nd  3rd 

        ordered binary trees 

    N-ary trees  2nd 

    quadtrees and octrees  2nd  3rd 

    rendering  2nd 

        Image-Based Rendering (IBR)  2nd 

        Orthogonal IBR method  2nd  3rd  4th 

        Parallel IBR method  2nd  3rd  4th 

        with billboards  2nd  3rd  4th 

    traversal operations  2nd  3rd 

    tries  2nd  3rd  4th 

triangle clipping  2nd 

triangle indexing.  [See indexed primitives]

triangle reduction algorithms  2nd 

    edge collapsing  2nd 

    nonconservative triangle reduction  2nd  3rd 

    progressive meshes  2nd  3rd 

    vertex collapsing  2nd  3rd 

triangle splitting

    BSP construction  2nd  3rd 

triangle strips 

triangle texture mapping  2nd  3rd  4th 

triangles

    discarding

        OpenGL performance tuning 

    point-triangle set collision tests  2nd 

    ray-triangle intersection test  2nd  3rd 

    ray-triangle intersection tests  2nd 

    triangle reduction algorithms  2nd 

        edge collapsing  2nd 

        nonconservative triangle reduction  2nd  3rd 

        progressive meshes  2nd  3rd 

        vertex collapsing  2nd  3rd 

tries  2nd  3rd  4th 

trigonometric functions

    on older hardware  2nd 

trigonometry

    review of formulas  2nd  3rd 

Trihedral Discretized Polyhedra Simplification (TDPS) 

trilinear texture filtering 

Trubshaw, Roy

    history of game programming 

true-color sprites 

TT.  [See tile tables]

tuning performance.  [See performance tuning]

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

two-color sprites 

two-dimensional game programming.  [See 2D game programming]

two-way scrollers.  [See scrolling games]

types.  [See data types]

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