[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] Dabney, Ted history of game programming Darwin, Charles theory of evolution data amplification procedural model data extrapolation MMG (massively multiplayer games) 2nd 3rd data quantization 2nd 3rd data storage performance tuning 2nd data structures 2D arrays in page-swap scrollers deques 2nd 3rd doubly-linked lists 2nd 3rd for particles 2nd graphs 2nd 3rd 4th linked lists 2nd 3rd outdoors rendering 2nd BTT (binary triangle tree) 2nd 3rd heightfields 2nd 3rd quadtrees 2nd 3rd priority queues 2nd 3rd queues 2nd 3rd stacks 2nd 3rd static arrays 2nd 3rd STL. [See STL] tables 2nd hash tables 2nd 3rd 4th multi-key tables 2nd 3rd trees 2nd binary trees 2nd 3rd N-ary trees 2nd ordered binary trees quadtrees and octrees 2nd 3rd traversal operations 2nd 3rd tries 2nd 3rd 4th data transfer bottlenecks 2nd 3rd 4th 5th data transfer process TCP clients 2nd UDP clients 2nd data types evolution of programming languages 2nd 3rd OpenGL data types (3D pipelines) alpha transparency 2nd color space 2nd indexed primitives 2nd 3rd quantization 2nd 3rd textures 2nd 3rd vertices 2nd Day of the Tentacle history of game programming de Boer, Willem geomipmapping decals (textures) decision trees coding rule systems 2nd depth perception in parallax scrollers 2nd depth-first algorithm depth-first search (AI systems) deques 2nd 3rd deques (STL containers) 2nd design patterns. [See DPs] detail textures 2nd determinant of matrices deterministic finite automata (DFA). [See FSMs] development stages (game programming) 2nd 3rd 4th maintenance 2nd preproduction 2nd 3rd 4th 5th 6th production 2nd 3rd 4th DFA (deterministic finite automata). [See FSMs] Diablo 2D game programming isometric engines progress design pattern scrolling games spatial subdivision state change information diagrams (FSMs) 2nd 3rd difference function (sets) differential solid angles diffuse light diffuse light mapping Digital PDP-1 history of game programming Dijkstra's algorithm 2nd 3rd 4th direct kinematics. [See forward kinematics] Direct3D animation-oriented objects 2nd booting 2nd 3rd cameras 2nd extensions ID3DXFont interface 2nd ID3DXMesh interface 2nd ID3DXPMesh interface 2nd FVF (Flexible Vertex Format) 2nd 3rd geometry rendering 2nd 3rd performance tuning 2nd hierarchical transforms indexed primitives 2nd lighting 2nd 3rd 4th render states 2nd textures 2nd transforms 2nd user pointer primitives 2nd directed graphs DirectInput action mapping 2nd 3rd force feedback 2nd 3rd joysticks 2nd 3rd 4th keyboards 2nd 3rd 4th mice 2nd 3rd DirectX history of 2nd light mapping 2nd symbolic constants for texture blending DirectX. [See also Direct3D] discarding triangles OpenGL performance tuning discrete LOD (level-of-detail) policies 2nd 3rd displacement (mice) displacement shaders (Renderman) display lists OpenGL 2nd 3rd distance-related formulas between planes 2nd between two lines 2nd between two points 2nd from point to line 2nd from point to plane 2nd DNA code DNS addresses converting to IP addresses 2nd Dogma games presentation values dolly cameras Donkey Kong gameplay ideas history of game programming history of game programming) Doom binary space partition (BSP) algorithms BSP (Binary Space Partition) trees history of game programming 2nd 3rd DOS history of DirectX dot product vector math formula 2nd Dot3 bump mapping 2nd double-ended queues. [See deques] doubly-linked lists 2nd 3rd Douglas, A.S. history of game programming DPs (design patterns) 2nd programming patterns 2nd composite 2nd 3rd 4th factory 2nd 3rd flyweight 2nd 3rd singleton 2nd 3rd spatial index 2nd 3rd 4th 5th 6th 7th 8th 9th 10th strategy 2nd 3rd 4th usability patterns 2nd automatic mode cancellation (AMC) 2nd focus 2nd magnetism 2nd progress 2nd shield 2nd states 2nd drag coefficient particle systems dramatic shots driving games. [See racing games] Duchaineau, Mark ROAM algorithm Dungeon Siege state change information dycotomic search algorithm dynamic arrays. [See linked lists] dynamic servers MMG (massively multiplayer games) 2nd 3rd dynamic textures |