[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] Galaga history of game programming Galaxian history of game programming Game & Watch history of game programming game consoles business model for history of game programming 2nd 3rd game development innovation in 2nd game engines history of game programming 2nd 3rd 4th 5th 6th game logic bottlenecks. [See application bottlenecks] game logic section (programming) player updates 2nd 3rd world updates 2nd 3rd game programming game logic section player updates 2nd 3rd world updates 2nd 3rd history of beginnings of industry 2nd 3rd 4th 5th cell phones 2nd company consolidation 2nd 3rd game consoles 2nd 3rd game engines 2nd 3rd 4th 5th 6th handheld games 2nd 3rd multiplayer games 2nd 3rd personal computers 2nd Spacewar 2nd 3rd presentation section 2nd networked games 2nd NPC rendering 2nd player rendering 2nd 3rd world rendering 2nd real-time software. [See real-time software] stages of development 2nd 3rd 4th maintenance 2nd preproduction 2nd 3rd 4th 5th 6th production 2nd 3rd 4th game programming. [See programming] Game Software Developer's Kit (SDK) game worlds rendering 2nd updating 2nd 3rd Gameboy history of game programming 2nd 3rd Gameboy Advance history of game programming Gameboy Advance (GBA) history of game programming gamepads. [See joysticks] gameplay ideas based on GBA (Gameboy Advance) history of game programming generic programming genetic programming 2nd evolutionary computation 2nd fitness testing 2nd 3rd mutations 2nd population generation 2nd 3rd genetic theory geometric transforms matrices for 2nd geometrical algorithms convex hull computations 2D solution 3D solution 2nd moving spheres tests 2nd 3rd 4th point inclusion tests point-in-AABB 2nd 3rd point-in-convex object 2nd point-in-convex polygon 2nd 3rd point-in-object 2nd 3rd 4th point-in-polygon 2nd 3rd point-in-sphere 2nd 3rd point-triangle set collision 2nd ray intersection tests ray-AABB 2nd ray-convex hull ray-object ray-plane 2nd 3rd ray-sphere 2nd ray-triangle 2nd sweep and prune collision tests 2nd 3rd triangle reduction 2nd edge collapsing 2nd nonconservative triangle reduction 2nd 3rd progressive meshes 2nd 3rd vertex collapsing 2nd 3rd geometry 3D pipelines. [See 3D pipelines] clipping process 2nd bounding boxes 2nd bounding spheres 2nd 3rd 4th object clipping 2nd triangle clipping 2nd culling process 2nd 3rd 4th object culling 2nd 3rd for oceans 2nd lighting stage 2nd occlusion testing 2nd 3rd rasterization 2nd 3rd resolution testing 2nd 3rd continuous LOD policies 2nd 3rd discrete LOD policies 2nd 3rd transform stage 2nd geometry bottlenecks 2nd 3rd 4th geometry effects with shaders 2nd geometry formats (3D pipelines) 2nd geometry packing geometry rendering Direct3D 2nd 3rd performance tuning 2nd OpenGL performance tuning 2nd geometry representation OpenGL performance tuning 2nd geometry transfer bottlenecks 2nd 3rd geomipmapping 2nd 3rd 4th 5th geomorphing 2nd geomorphing (progressive meshes) GetAsyncKeyState call 2nd 3rd GetDeviceState call GetKeyboardState call 2nd geyser example (particle systems) gimbal lock problem GL2 shading language glenzing effects 2nd global illumination with light mapping global particle systems 2nd global path finding algorithms Global Unique Identifier (GUID) DirectInput devices gloss mapping 2nd 3rd Gmax history of game programming Gold Master version of games Goldeneye shooting games GPU memory access 2nd GPU processing outdoors rendering 2nd 3rd graphical diagrams (FSMs) 2nd 3rd graphical RPGs history of game programming graphics 3D pipelines. [See 3D pipelines] for Nintendo Entertainment System (NES) history of game programming rendering graphics pipeline stages of 2nd graphs 2nd 3rd 4th grass rendering 2nd statistical distribution algorithms 2nd 3rd volume rendering 2nd 3rd grid-based spatial index design pattern 2nd 3rd Grim Fandango Lua group dynamics boids algorithm 2nd 3rd 4th 5th formation-based movement 2nd group dynamics. [See synchronization of AI systems] GUID (Global Unique Identifier) DirectInput devices |