[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] C programming language history of game programming cache performance tuning caching textures 2nd calibration joysticks call sequences TCP and UDP clients callbacks (DirectInput) camera model OpenGL 2nd 3rd cameras crane cameras Direct3D 2nd dolly cameras fixed cameras in first-person shooters 2nd 3rd inertia 2nd rendering 2nd in flight simulators 2nd 3rd 4th 5th inertial cameras placement algorithms 2nd relevant information selection 2nd 3rd rule systems for 2nd target selection 2nd view angle selection 2nd selecting 2nd steadycams styles of 2nd 3rd 4th 5th 6th third-person cameras 2nd 3rd 4th 5th cameras. [See also cinematography] caustics ocean rendering 2nd 3rd 4th 5th CCD (Cyclic Coordinate Descent) 2nd 3rd CCS (content creation systems) history of game programming cel animation cel shading 2nd cell phones history of game programming 2nd cellular automata fire special effects 2nd center definition of for BSP construction CFGs (Context-Free Grammars) Cg shading language 2nd 3rd chained/hierarchical systems rendering particles challenges for outdoors rendering solutions for 2nd character animation 2nd explicit methods frame animation 2nd keyframe animation 2nd 3rd tagged animation 2nd 3rd 4th 5th 6th versus implicit methods 2nd 3rd 4th facial animation 2nd 3rd forward kinematics blending with inverse kinematics 2nd implicit methods 2nd forward kinematics 2nd 3rd hardware-assisted skeletal animation 2nd 3rd skeletal animation mathematics 2nd 3rd versus explicit methods 2nd 3rd 4th inverse kinematics 2nd analytic solutions 2nd 3rd 4th 5th blending with forward kinematics 2nd Cyclic Coordinate Descent (CCD) 2nd 3rd limb slicing 2nd prop handling 2nd 3rd and vehicles character interaction camera placement algorithms 2nd relevant information selection 2nd 3rd rule systems for 2nd target selection 2nd view angle selection 2nd charge detection test (IMs) chasing behaviors (AI systems) 2nd constant speed 2nd predictive chasing 2nd 3rd choreographed AI systems 2nd 3rd 4th chronology of game programming. [See history of game programming] chunked LODs outdoors rendering 2nd 3rd 4th 5th cinematics particle systems cinematography 2nd camera placement algorithms 2nd relevant information selection 2nd 3rd rule systems for 2nd target selection 2nd view angle selection 2nd camera styles 2nd 3rd 4th 5th 6th first-person shooters 2nd 3rd inertia 2nd rendering cameras 2nd flight simulators 2nd 3rd 4th 5th selecting cameras 2nd third-person cameras 2nd 3rd 4th 5th circuit-based networks circular queues classes binding cohesion composite design pattern 2nd 3rd 4th evolution of programming languages 2nd factory design pattern 2nd 3rd 4th flyweight design pattern 2nd 3rd 4th particle system architectures 2nd 3rd pure virtual classes singleton design pattern 2nd STL. [See STL] strategy design pattern 2nd 3rd 4th classifying information. [See trees] client-server games designing small area games 2nd 3rd clients call sequences for TCP clients 2nd closing sockets connection process 2nd 3rd data transfer process 2nd UDP clients 2nd clipping indoors rendering hierarchical clipping with BSP trees 2nd clipping process (3D pipelines) 2nd bounding boxes 2nd bounding spheres 2nd 3rd 4th object clipping 2nd triangle clipping 2nd CLOD policy outdoors rendering CLOD. [See continuous LOD (level-of-detail) policies] closing sockets TCP clients clouds rendering 2nd volumetric cloud systems 2nd with billboards with skyboxes 2nd clustered backface culling outdoors rendering clustered normal cone (CNC) clusters. [See server clusters] CNC (clustered normal cone) code analysis. [See analysis techniques (performance tuning)] code profilers 2nd code profilers (performance tuning) 2nd 3rd coding FSMs 2nd 3rd rule systems decision trees 2nd symbolic rule systems 2nd 3rd 4th 5th user-defined facts 2nd 3rd cognitive processes. [See biology-inspired AI systems] cohesion cohesion rule (boids algorithm) Coleco history of game programming collapsible edges. [See edge collapsing method] collision detection point-triangle set collision tests 2nd sweep and prune algorithm 2nd 3rd third-person cameras 2nd collision detection. [See also point inclusion tests]2nd [See also ray intersection tests]3rd [See also moving spheres tests] color depth reducing for textures 2nd 3rd color space 3D pipelines 2nd colors cel shading 2nd glenzing effects 2nd of sprites 2D game programming 2nd 3rd 4th OpenGL RGBA mode 2nd 3rd palette effects 2nd 3rd 4th 5th 6th Commandos\: Behind Enemy Lines patrolling behaviors communication. [See networking] company consolidation history of game programming 2nd 3rd competitive multiplayer games history of game programming Compiled Vertex Arrays (CVAs) compiled vertex arrays (OpenGL) 2nd complexity of nature 2nd components (STL) 2nd composite design pattern 2nd 3rd 4th compression mapped games. [See mapped games] quantization 2nd 3rd textures 2nd computations. [See mathematical formulas, review of] Computer Space history of game programming computers. [See personal computers] concatenation of OpenGL transforms 2nd of transforms of matrices 2nd concrete factories concurrent TCP servers 2nd 3rd 4th condition (rule systems) connected UDP 2nd call sequences connection process TCP clients 2nd 3rd connection-based protocols 2nd connection-oriented servers. [See TCP servers] connectionless protocols conservative triangle reduction algorithms consoles. [See game consoles] consolidation history of game programming 2nd 3rd constant speed chasing behaviors 2nd containers (STL) deques 2nd hash_sets, hash_multisets, hash_maps, hash_multimaps 2nd lists 2nd 3rd maps and multimaps 2nd sets and multisets 2nd vectors 2nd content creation systems (CCS) history of game programming content creation tools 2nd content releases during maintenance phase (game programming) Context-Free Grammars (CFGs) continuous LOD (level-of-detail) policies 2nd 3rd convex hulls computation of 2D solution 3D solution 2nd ray-convex hull intersection tests convex objects point-in-convex object tests 2nd convex polygons point-in-convex polygon tests 2nd 3rd cooperative multiplayer games history of game programming Counterstrike history of game programming coupled approach (real-time software loops) 2nd 3rd crane cameras crash and turn path finding algorithm 2nd 3rd 4th cross product vector math formula 2nd culling indoors rendering culling process (3D pipelines) 2nd 3rd 4th object culling 2nd 3rd Curse of Monkey Island history of game programming CVAs (Compiled Vertex Arrays) cyclic approach (patrolling) Cyclic Coordinate Descent (CCD) 2nd 3rd cyclic graphs cylindrical texture mapping 2nd |