[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] Baer, Ralph history of game programming 2nd balance of power test (IMs) Baldur's Gate Lua Lua examples Lua user-defined functions page-swap scrollers Bartle, Richard history of game programming BASIC programming language history of game programming basis matrices 2nd 3rd 4th batching OpenGL primitives BC (bounding column) beginnings of game programming industry 2nd 3rd 4th 5th behavior of particles 2nd 3rd 4th behavior parameters for particles behaviors history of game programming BGR colors Bidirectional Reflectance Distribution Function. [See BRDF] bilinear texture filtering billboards cloud rendering tree rendering 2nd 3rd 4th binary search algorithm Binary Search Tree (BST) Binary Space Partition (BSP) binary space partition (BSP) algorithms 2nd construction of BSP 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th hierarchical clipping 2nd occlusion detection 2nd 3rd 4th rendering algorithm 2nd view-dependent sorting 2nd 3rd Binary Space Partition (BSP) trees point-triangle set collision tests 2nd binary trees 2nd 3rd ordered binary trees binary triangle tree (BTT) outdoors rendering 2nd 3rd ROAM mesh reconstruction 2nd 3rd binding biology-inspired AI systems 2nd evolutionary computation 2nd fitness testing 2nd 3rd mutations 2nd genetic programming 2nd population generation 2nd 3rd Black and White new content releases black-and-white sprites blending textures 2nd 3rd 4th 5th arithmetic for 2nd 3rd 4th 5th 6th blending modes rendering particles 2nd blitting (layering sprites) blocking sockets preventing 2nd boids algorithm (group dynamics) 2nd 3rd 4th 5th booting Direct3D 2nd 3rd bosses. [See end-of-level bosses] bottlenecks application bottlenecks 2nd data transfer bottlenecks 2nd 3rd geometry bottlenecks 2nd rasterization bottlenecks 2nd 3rd bottlenecks (performance tuning) 2nd 3rd 4th 5th Boulder Dash screen-based games bounding boxes 2nd bounding column (BC) bounding spheres 2nd 3rd 4th boxes bounding boxes. [See bounding boxes] Braveheart syndrome in MMG (massively multiplayer games) 2nd 3rd BRDF 2nd 3rd 4th 5th 6th (Bidirectional Reflectance Distribution Function) average vector 2nd breadth-first algorithm breakability of enemy forces test (IMs) Bromberg, Irving history of game programming Bromely, Martin history of game programming Brookhaven National Labs history of game programming BSP (Binary Space Partition) BSP (binary space partition) algorithms 2nd construction of BSP 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th hierarchical clipping 2nd occlusion detection 2nd 3rd 4th rendering algorithm 2nd view-dependent sorting 2nd 3rd BSP (Binary Space Partition) trees point-triangle set collision tests 2nd BST (Binary Search Tree) BTT (binary triangle tree) outdoors rendering 2nd 3rd ROAM mesh reconstruction 2nd 3rd bump mapping 2nd Dot3 bump mapping 2nd emboss bump mapping 2nd Bushnell, Nolan history of game programming 2nd business model for game consoles |