Index T

[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]

tables  2nd 
    hash tables  2nd  3rd  4th 
    multi-key tables  2nd  3rd 
tactical AI  2nd 
    group dynamics 
        boids algorithm  2nd  3rd  4th  5th 
        formation-based movement  2nd 
    influence maps (IMs)  2nd 
        data structure  2nd  3rd 
        tests for  2nd 
    path finding  2nd 
        A* algorithm  2nd  3rd  4th  5th  6th 
        crash and turn algorithm  2nd  3rd  4th 
        Dijkstra's algorithm  2nd  3rd  4th 
        human path finding algorithm  2nd 
        iterative-deepening A* algorithm  2nd 
        region-based A* algorithm  2nd 
    rule representation  2nd  3rd 
tagged animation  2nd  3rd  4th  5th  6th 
Taito
    history of game programming 
taking cover.  [See hiding behaviors]
target selection
    camera placement algorithms  2nd 
TC method 
TCP (Transmission Control Protocol)  2nd  3rd 
TCP clients  2nd 
    call sequences 
    closing sockets 
    connection process  2nd  3rd 
    data transfer process  2nd 
TCP servers  2nd  3rd  4th 
    multiclient servers  2nd 
        concurrent servers  2nd  3rd  4th 
        iterative servers  2nd 
TCP/IP  2nd 
TDPS (Trihedral Discretized Polyhedra Simplification) 
teamwork.  [See synchronization of AI systems]
technical support.  [See also maintenance phase (game programming)]
technology
    ideas based on 
Tekken
    clipping process 
temporal coherence (continuous LOD policies) 
Tennis for two
    history of game programming 
Terragen
    cloud rendering 
terrain blocks (geomipmapping) 
terrain rendering.  [See outdoors rendering]
tests
    for influence maps (IMs)  2nd 
Tetris
    game world rendering 
    history of game programming 
    player update routines 
    presentation programming 
Texas Instruments
    history of game programming 
texture bottlenecks  2nd  3rd  4th 
texture mapping  2nd 
    shaders  2nd  3rd  4th 
texture mapping.  [See textures]2nd  [See textures]
texture matrix (OpenGL) 
textures
    3D pipelines  2nd  3rd 
    animating 
    blending  2nd  3rd  4th  5th 
        arithmetic for  2nd  3rd  4th  5th  6th 
    bump mapping  2nd 
        Dot3 bump mapping  2nd 
        emboss bump mapping  2nd 
    chunk LODs 
    cylindrical mapping  2nd 
    decals 
    detail textures  2nd 
    Direct3D  2nd 
    environment mapping  2nd 
    filtering  2nd 
        mipmapping  2nd  3rd 
    geomipmapping  2nd  3rd  4th  5th 
    gloss mapping  2nd  3rd 
    light mapping.  [See light mapping]
    memory usage
        caching and paging  2nd 
        color reduction  2nd  3rd 
        compression  2nd 
    multipass rendering techniques  2nd  3rd  4th  5th 
    multitexturing  2nd 
    OpenGL  2nd  3rd  4th  5th 
    procedural textures
        shaders  2nd  3rd  4th 
    shadow mapping  2nd  3rd  4th  5th 
    spherical mapping  2nd 
    texture mapping  2nd 
        shaders  2nd  3rd  4th 
    tiling  2nd 
    triangle mapping  2nd  3rd  4th 
    types of  2nd 
The Getaway
    facial animation 
The Legend of Zelda
    history of game programming 
    memory requirements 
    player update routines 
The Lion King
    boids algorithm 
The Lord of the Rings
    composite design pattern 
The Lord of the Rings (film)
    blending inverse kinematics and forward kinematics 
The Sims
    content creation tools 
The Two Towers
    camera styles 
things (lump type)
    in Doom 
third-person cameras  2nd  3rd  4th  5th 
tile table (mapped games) 
tile tables (TT) 
    format of tiles  2nd 
    number of tiles  2nd 
tiles
    format of  2nd 
    memory requirements formula 
    number of  2nd 
tiling
    textures  2nd 
time-varying parameters
    rendering particles 
timing routines (performance tuning)  2nd  3rd 
Tokyo Telecommunications Engineering Corporation
    history of game programming 
Tomb Raider
    forward kinematics 
    quaternions 
    third-person cameras 
Torrance-Sparrow-Cook model 
tournament fitness testing 
tracking shooters (shooting behaviors)  2nd  3rd 
traffic light example (palette rotation effects)  2nd  3rd 
transferring data.  [See data transfer process]
transform stage (3D pipelines)  2nd 
transformation shaders (Renderman) 
transformations
    OpenGL  2nd  3rd  4th 
        concatenation of  2nd 
        hierarchical transforms  2nd 
transforms
    Direct3D  2nd 
        hierarchical transforms 
    of matrices
        concatenation of  2nd 
transitions (graphs) 
translation
    of matrices  2nd 
translation matrix (OpenGL) 
transmission (light).  [See refraction]
Transmission Control Protocol (TCP)  2nd  3rd 
transparency
    2D game programming  2nd  3rd 
    3D pipelines  2nd 
    of water  2nd 
    OpenGL
        RGBA mode  2nd  3rd 
    with glenzing effects  2nd 
    with stippling effects  2nd  3rd 
transposition
    of matrices 
traversal operations (trees)  2nd  3rd 
Tread Marks
    ROAM algorithm 
Trebilco, Damian
    fire generator 
trees  2nd 
    binary trees  2nd  3rd 
        ordered binary trees 
    N-ary trees  2nd 
    quadtrees and octrees  2nd  3rd 
    rendering  2nd 
        Image-Based Rendering (IBR)  2nd 
        Orthogonal IBR method  2nd  3rd  4th 
        Parallel IBR method  2nd  3rd  4th 
        with billboards  2nd  3rd  4th 
    traversal operations  2nd  3rd 
    tries  2nd  3rd  4th 
triangle clipping  2nd 
triangle indexing.  [See indexed primitives]
triangle reduction algorithms  2nd 
    edge collapsing  2nd 
    nonconservative triangle reduction  2nd  3rd 
    progressive meshes  2nd  3rd 
    vertex collapsing  2nd  3rd 
triangle splitting
    BSP construction  2nd  3rd 
triangle strips 
triangle texture mapping  2nd  3rd  4th 
triangles
    discarding
        OpenGL performance tuning 
    point-triangle set collision tests  2nd 
    ray-triangle intersection test  2nd  3rd 
    ray-triangle intersection tests  2nd 
    triangle reduction algorithms  2nd 
        edge collapsing  2nd 
        nonconservative triangle reduction  2nd  3rd 
        progressive meshes  2nd  3rd 
        vertex collapsing  2nd  3rd 
tries  2nd  3rd  4th 
trigonometric functions
    on older hardware  2nd 
trigonometry
    review of formulas  2nd  3rd 
Trihedral Discretized Polyhedra Simplification (TDPS) 
trilinear texture filtering 
Trubshaw, Roy
    history of game programming 
true-color sprites 
TT.  [See tile tables]
tuning performance.  [See performance tuning]
twin-threaded approach (real-time software loops)  2nd  3rd 
two-color sprites 
two-dimensional game programming.  [See 2D game programming]
two-way scrollers.  [See scrolling games]
types.  [See data types]



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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