Index I

[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]

I-Mode service
    history of game programming 
IBM PC
    history of game programming  2nd 
IBR (Image-Based Rendering)
    tree rendering  2nd 
Ibuka, Masaru
    history of game programming 
Ico
    camera styles 
id Software
    history of game programming 
ID3DXFont interface (Direct3D extension)  2nd 
ID3DXMesh interface (Direct3D extension)  2nd 
ID3DXPMesh interface (Direct3D extension)  2nd 
IDA* path finding algorithm  2nd 
identity matrix (OpenGL) 
IK.  [See inverse kinematics]
illumination.  [See lighting, shadows]
image shaders (Renderman) 
Image-Based Rendering (IBR)
    tree rendering  2nd 
immediate mode (rasterization) 
immediate mode rendering
    OpenGL  2nd  3rd  4th 
immediate-mode API
    OpenGL as 
implicit AI
    versus explicit AI 
implicit character animation methods  2nd 
    forward kinematics  2nd  3rd 
    hardware-assisted skeletal animation  2nd  3rd 
    skeletal animation mathematics  2nd  3rd 
    versus explicit character animation methods  2nd  3rd  4th 
Impossible Creatures
    Lua 
IMs.  [See influence maps]
in-order traversal (trees) 
includes function (sets) 
index list (indexed primitives) 
indexed primitives  2nd  3rd  4th 
    Direct3D  2nd 
indirection.  [See pointer indirection (performance tuning)]
indoors rendering  2nd  3rd 
    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 
    hardware-assisted occlusion tests  2nd  3rd 
    hierarchical occlusion maps (HOM)  2nd 
    occlusion testing  2nd 
    portal rendering  2nd  3rd  4th  5th 
        optical effects  2nd  3rd 
    portal-octree hybrid  2nd 
    quadtree-BSP hybrid  2nd 
    versus outdoors rendering  2nd 
inertia
    handling in first-person shooters  2nd 
inertial cameras 
infinite-speed targeting (shooting behaviors) 
influence maps (IMs)  2nd 
    data structure  2nd  3rd 
    tests for  2nd 
informational shots 
inifinite lights
    OpenGL 
innovation in game development  2nd 
input devices.  [See user input]
instance-based engines
    outdoors rendering 
integration
    of Lua  2nd  3rd 
interactive cinematography.  [See cinematography]
interactive real-time software  2nd 
    update and render loops  2nd  3rd  4th  5th  6th  7th 
interleaved arrays 
interleaved arrays (OpenGL) 
internal format
    OpenGL textures 
Internal WADs (IWADs) 
Internet
    operational overview  2nd  3rd 
Internet Protocol (IP) 
interpolation
    keyframe animation  2nd  3rd 
    prop handling  2nd 
    tagged animation  2nd  3rd  4th  5th  6th 
interpolation polynomials 
intersection function (sets) 
inverse
    of matrices  2nd 
inverse kinematics  2nd 
    (IK)  2nd 
    analytic solutions  2nd  3rd  4th  5th 
    blending with forward kinematics  2nd 
    Cyclic Coordinate Descent (CCD)  2nd  3rd 
IP (Internet Protocol) 
IP addresses
    converting DNS addresses to  2nd 
    specifying for sockets 
isometric engines  2nd  3rd  4th 
iterative TCP servers  2nd 
iterative-deepening A* path finding algorithm  2nd 
iterators (STL)  2nd 
IWADs (Internal WADs) 



Core Techniques and Algorithms in Game Programming2003
Core Techniques and Algorithms in Game Programming2003
ISBN: N/A
EAN: N/A
Year: 2004
Pages: 261

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