[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] quadtree-based spatial index design pattern 2nd 3rd quadtree-BSP hybrid indoors rendering 2nd quadtrees 2nd 3rd outdoors rendering 2nd 3rd Quake action games analysis/reasoning core of AI systems binary space partition (BSP) algorithms BSP (Binary Space Partition) trees choreographed AI systems feature set execution first-person shooter cameras history of game programming 2nd leafy-BSPs NPR (nonphotorealistic rendering) sensory phase of AI systems static and dynamic textures Quake 3 character animation Quake II history of game programming lighting tagged animation Quake III prop handling tagged animation 2nd Quake III\: Arena rendering algorithms quantization 2nd 3rd quaternions 2nd 3rd 4th 5th 6th converting Euler angles to converting to matrices 2nd queues 2nd 3rd priority queues 2nd 3rd Quickhull algorithm 2nd |