[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] Half-Life AI synchronization history of game programming 2nd 3rd shooting games synchronized FSMs Hanafuda history of game programming handheld games history of game programming 2nd 3rd Hapke/Lommel-Seeliger model hard-coded AI systems disadvantages of hardware 2D game programming on older hardware 2nd 3rd hardware abstration user input 2nd 3rd 4th hardware-assisted occlusion testing 2nd 3rd hardware-assisted skeletal animation 2nd 3rd Harris, Mark cloud rendering hash tables 2nd 3rd 4th hash_maps (STL containers) 2nd hash_multimaps (STL containers) 2nd hash_multisets (STL containers) 2nd hash_sets (STL containers) 2nd He-Torrance-Sillion-Greenberg model Head over Heels isometric engines scrolling games heaps 2nd 3rd heapsort algorithm heightfields outdoors rendering 2nd 3rd hemiplane test (eye contact) 2nd 3rd herds. [See group dynamics] heuristic-based search (AI systems) Hexen history of game programming hiding behaviors (AI systems) 2nd 3rd hierarchical clipping BSP trees 2nd hierarchical messaging MMG (massively multiplayer games) 2nd hierarchical occlusion maps (HOM) 2nd hierarchical transforms Direct3D OpenGL 2nd hierarchical/chained systems rendering particles Higenbotham, William history of game programming high-color sprites history of DirectX 2nd history of game programming beginnings of industry 2nd 3rd 4th 5th cell phones 2nd company consolidation 2nd 3rd game consoles 2nd 3rd game engines 2nd 3rd 4th 5th 6th handheld games 2nd 3rd multiplayer games 2nd 3rd personal computers 2nd Spacewar 2nd 3rd HLSL shading language HOM (hierarchical occlusion maps) 2nd Honeywell H316 history of game programming Hooks Spring Law human path finding algorithm 2nd Humpert, James history of game programming |