[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] facial animation 2nd 3rd factory design pattern 2nd 3rd fade-in, fade-out routines (special effects) 2nd 3rd 4th fading out particles 2nd Fairchild history of game programming fault-tolerant networks feature sets developing 2nd 3rd 4th order of execution FIFO (first in, first out) fighting games AI systems 2nd file systems history of game programming films Renderman shaders used in filtering texture filtering 2nd mipmapping 2nd 3rd finite state machines. [See FSMs] fire (special effects) 2nd fire generators 2nd 3rd first in, first out (FIFO) first-person shooters cameras in 2nd 3rd inertia 2nd rendering 2nd mouse look 2nd fitness testing evolutionary computation 2nd 3rd fixed cameras FK. [See forward kinematics] Flexible Vertex Format (FVF) 2nd 3rd 4th flickering avoiding. [See textures, filtering] Flight Simulator history of game programming flight simulators cameras in 2nd 3rd 4th 5th flocks. [See group dynamics] flyweight design pattern 2nd 3rd focus design pattern 2nd fog example (stippling effects) fog-of-war example (stippling effects) Force Editor (force feedback) 2nd force feedback user input 2nd 3rd forces particle systems form factors (radiosity) 2nd computation 2nd formation-based movement (group dynamics) 2nd formulas. [See mathematical formulas, review of] forward kinematics 2nd 3rd (FK) 2nd blending with inverse kinematics 2nd four-way scrollers. [See scrolling games] fragment shaders 2nd lighting 2nd special effects texture mapping frame animation 2nd frame-coherence in occlusion testing frequency spectrum frontline location test (IMs) frustums portal frustums 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 FVF (Flexible Vertex Format) 2nd 3rd 4th |