[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] A* algorithm 2nd A* path finding algorithm 2nd 3rd 4th 5th 6th iterative-deepening A* 2nd region-based A* 2nd AABB (axis-aligned bounding box) point-in-AABB tests 2nd 3rd ray-AABB intersection tests 2nd AABB (axis-aligned bounding box) AASs (average angular separations) abstract controllers (AI systems) abstract factories 2nd 3rd 4th 5th acceleration handling in first-person shooters 2nd particle systems access time. [See search speed] accessories. [See prop handling (character animation)] Acquire call action (rule systems) action games AI systems chasing behaviors 2nd 3rd 4th 5th 6th 7th choreographed AI systems 2nd 3rd 4th evading behaviors 2nd eye contact 2nd 3rd 4th 5th 6th 7th fighting games 2nd hiding behaviors 2nd 3rd parallel automata 2nd patrolling behaviors 2nd 3rd platform games 2nd 3rd racing games 2nd shooting behaviors 2nd 3rd 4th 5th 6th 7th 8th 9th 10th shooting games 2nd synchronization 2nd 3rd defined 2nd action mapping (DirectInput) 2nd 3rd action/output system AI systems acyclic graphs addition of matrices 2nd Age of Empires A* path finding algorithm Dijkstra's algorithm feature set execution history of game programming 2nd sensory phase of AI systems stippling effects symbolic rule systems tactical AI user-defined facts in rule systems Age of Empires series simple language parsers 2nd Age of Kings tactical AI 2nd agents (AI systems) AI specification phase (FSMs) 2nd AI system performance tuning 2nd AI systems 2nd and graphs biology-inspired AI 2nd evolutionary computation 2nd 3rd 4th 5th 6th 7th genetic programming 2nd population generation 2nd 3rd chasing behaviors 2nd constant speed 2nd predictive chasing 2nd 3rd choreographed AI systems 2nd 3rd 4th evading behaviors 2nd explicit versus implicit AI eye contact 2D hemiplane test 2nd 3rd 3D semispace test 2nd 3rd fighting games 2nd FSMs (finite state machines) 2nd AI specification phase 2nd coding 2nd 3rd graphical diagram of 2nd 3rd nondeterministic automata 2nd 3rd parallel automata 2nd 3rd 4th 5th synchronization 2nd 3rd 4th 5th hard-coded disadvantages of hiding behaviors 2nd 3rd optimal versus realistic behavior 2nd 3rd parallel automata 2nd patrolling behaviors 2nd 3rd platform games 2nd 3rd problem-solving analysis 2nd state-space search 2nd 3rd racing games 2nd rule systems 2nd 3rd 4th coding 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th scripting. [See scripting] shooting behaviors 2nd infinite-speed targeting machine guns 2nd still shooters 2nd tracking shooters 2nd 3rd shooting games 2nd structure of 2nd action/output system analysis/reasoning core 2nd memory structure sensory phase 2nd synchronization 2nd 3rd tactical AI 2nd group dynamics 2nd 3rd 4th 5th 6th 7th 8th influence maps (IMs) 2nd 3rd 4th 5th 6th 7th path finding 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd rule representation 2nd 3rd updating 2nd AI systems. [See also point inclusion tests] aiming cameras. [See target selection] alignment rule (boids algorithm) Alone in the Dark history of game programming alpha blending OpenGL RGBA mode 2nd 3rd alpha testing OpenGL RGBA mode 2nd alpha transparency 3D pipelines 2nd alpha-blended LODs 2nd Altair 8800 history of game programming ambient light AMC (automatic mode cancellation) design pattern 2nd ammunition machine guns 2nd analog controllers calibration analysis techniques (performance tuning) 2nd memory usage 2nd 3rd timing routines 2nd 3rd analysis tools. [See code profilers (performance tuning)] analysis/reasoning core AI systems 2nd analytic inverse kinematics 2nd 3rd 4th 5th animated textures rendering particles animation cel animation grass rendering in tree rendering shaders 2nd 3rd with palette rotation (special effects) 2nd 3rd 4th animation-oriented objects Direct3D 2nd animation. [See also character animation] APIs DirectX. [See Direct3D, DirectX] OpenGL. [See OpenGL] Apollo Guidance Computer history of game programming appearance characteristics oceans 2nd Apple history of game programming 2nd Apple ][ history of game programming 2nd 3rd 4th Apple I history of game programming application bottlenecks 2nd 3rd 4th arcade games history of game programming architecture particle system classes 2nd 3rd arithmetic simplification (performance tuning) 2nd Arkanoid game world updates arrays vertex arrays. [See vertex arrays] arrays. [See static arrays]2nd [See 2D arrays]3rd [See also vertex arrays] artificial intelligence. [See AI systems]2nd [See AI systems] Asheron's Call dynamic servers history of game programming assembly language history of game programming Asteroids 2D game programming on older hardware game world updates asynchronous routines for keyboards 2nd Atari history of game programming 2nd Atari 2600 history of game programming 2nd 3rd 4th 5th Atari VCS. [See Atari 2600] ATI cards VAOs (vertex array object) attenuation OpenGL lighting 2nd attribute table (NES) history of game programming audio rendering audio processing performance tuning automata. [See FSMs] automatic fitness testing 2nd 3rd automatic mode cancellation (AMC) design pattern 2nd average angular separations (AASs) average vector (BRDF) 2nd AVL trees 2nd axis-aligned bounding box (AABB) axis-aligned bounding box. [See AABB] |