[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] E.T. games history of game programming Ecco the Dolphin ocean rendering edge collapsing algorithms 2nd edge collapsing method (continuous LOD policies) 2nd 3rd efficiency of STL code 2nd efficiency. [See performance tuning] efficient computation rendering particles 2nd 3rd efficient data storage (performance tuning) 2nd elastic springs particle systems embedded languages 2nd Java 2nd JNI 2nd 3rd Lua 2nd examples of 2nd integration 2nd 3rd programming 2nd user-defined functions 2nd emboss bump mapping 2nd emergent AI systems emitters spawning particles 2nd 3rd 4th end-of-level bosses in AI systems 2nd Engelbart, Douglas history of game programming environment mapping 2nd Escape from Monkey Island Lua Essex MUD history of game programming 2nd Euclidan distance metric Euclidean distance equation Euclidean norm Euler angles converting to quaternions Euler Integrators evading behaviors (AI systems) 2nd Everquest history of game programming 2nd spatial subdivision evolution of programming languages 2nd 3rd evolutionary computation (genetic programming) 2nd fitness testing 2nd 3rd mutations 2nd evolutionary theory expansion-contraction process (feature set development) explicit AI versus implicit AI explicit character animation methods frame animation 2nd keyframe animation 2nd 3rd tagged animation 2nd 3rd 4th 5th 6th versus implicit character animation methods 2nd 3rd 4th explicit textures extensions Direct3D ID3DXFont interface 2nd ID3DXMesh interface 2nd ID3DXPMesh interface 2nd OpenGL 2nd external format OpenGL textures extinction of particles 2nd extrapolating data. [See data extrapolation] eye candy. [See special effects] eye contact (AI systems) 2D hemiplane test 2nd 3rd 3D semispace test 2nd 3rd |