[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] 1942 mapped games scrolling games 1D textures 2-norm. [See Euclidean norm] 2-way scrollers. [See scrolling games] 2D arrays in page-swap scrollers 2D chasing behaviors constant speed 2nd 2D convex hull computations 2D game programming 2nd mapped games isometric engines 2nd 3rd 4th multilayered engines 2nd page-swap scrollers 2nd parallax scrollers 2nd screen-based games 2nd scrolling games 2nd 3rd tile tables 2nd 3rd 4th 5th on older hardware 2nd 3rd special effects fire 2nd glenzing effects 2nd palette effects 2nd 3rd 4th 5th 6th stippling effects 2nd 3rd sprites memory requirements for 2nd 3rd 4th 2D hemiplane test (eye contact) 2nd 3rd 2D polygon emitters (particle systems) 2D textures 3D convex hull computations 2nd 3D Digital Differential Analyzer. [See 3DDDA] 3D pipelines 2nd 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 data types alpha transparency 2nd color space 2nd indexed primitives 2nd 3rd quantization 2nd 3rd textures 2nd 3rd vertices 2nd geometry formats 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 stages of 2nd transform stage 2nd 3D RTS AI system performance tuning 3D semispace test (eye contact) 2nd 3rd 3D simulations in isometric engines 2nd 3rd 4th in parallax scrollers 2nd 3D textures 3DDDA (3D Digital Differential Analyzer) point-in-object tests 2nd 3rd ray-object intersection tests 4-way scrollers. [See scrolling games] 8-bit machines 2D game programming on 2nd 8008 chip history of game programming 8080 chip history of game programming |