Index M

[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]

M.U.L.E. (Multiple User Labor Element)
    history of game programming  2nd 
machine guns (shooting behaviors)  2nd 
Magnavox Odyssey
    history of game programming  2nd 
magnetism design pattern  2nd 
maintenance phase (game programming)  2nd  3rd  4th 
Manhattan distance equation 
Manhattan distance metrics 
Maniac Mansion
    history of game programming 
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 
        format of tiles  2nd 
        number of tiles  2nd 
mapping matrix (mapped games) 
maps (STL containers)  2nd 
maps.  [See also influence maps (IMs)]
Mario
    action games 
    history of game programming 
    platform game AI systems 
Mario Bros
    mapped games 
Marufuku Company
    history of game programming 
masks
    2D game programming  2nd 
massively multiplayer games.  [See MMG]
Master System (Sega)
    history of game programming 
material synthesis.  [See textures]
mathematical formulas, review of 
    distance-related formulas 
        between planes  2nd 
        between two lines  2nd 
        between two points  2nd 
        from point to line  2nd 
        from point to plane  2nd 
    matrices  2nd 
        addition  2nd 
        basis matrices  2nd  3rd  4th 
        concatenation of transforms  2nd 
        determinant 
        for geometric transforms  2nd 
        inverse  2nd 
        multiplication  2nd 
        rotation 
        scaling  2nd 
        translation  2nd 
        transposition 
    trigonometry  2nd  3rd 
    vector math 
        cross product  2nd 
        dot product  2nd 
        modulo 
mathematics
    simplifying (performance tuning)  2nd 
matrices
    converting quaternions to  2nd 
    review of formulas  2nd 
        addition  2nd 
        basis matrices  2nd  3rd  4th 
        concatenation of transforms  2nd 
        determinant 
        for geometric transforms  2nd 
        inverse  2nd 
        multiplication  2nd 
        rotation 
        scaling  2nd 
        translation  2nd 
        transposition 
matrices (OpenGL).  [See transformations (OpenGL)]
Matsushita
    history of game programming 
maximax features (feature set development) 
maximin features (feature set development) 
Maya Personal Edition
    history of game programming 
Medal of Honor
    hiding behaviors 
memory management
    2D game programming
        on older hardware  2nd 
    iterators (STL) 
    particle systems  2nd 
    vectors (STL containers) 
memory structure
    AI systems 
memory usage
    geometry formats (3D pipelines)  2nd 
    GPU memory access  2nd 
    hash tables  2nd 
    linked lists 
    multi-key tables 
    of mapped games 
    of sprites
        2D game programming  2nd  3rd  4th 
    of tiles
        formula for 
    performance tuning  2nd  3rd  4th  5th 
    spatial indexes
        outdoors rendering 
    textures
        caching and paging  2nd 
        color reduction  2nd  3rd 
        compression  2nd 
mesh reconstruction
    ROAM  2nd  3rd  4th  5th 
meshes.  [See also progressive meshes]
Metal Gear Solid 2
    cloud rendering 
mice  2nd  3rd 
    mouse look (first-person shooters)  2nd 
Microsoft
    history of game programming 
Microsoft Direct3D.  [See Direct3D]
Microsoft Xbox
    history of game programming 
milestones
    in production process 
military strategy.  [See tactical AI]
minimax features (feature set development) 
minimax method
    feature set development  2nd  3rd 
minimin features (feature set development) 
Minnaert model 
mipmapping  2nd  3rd 
    geomipmapping  2nd  3rd  4th  5th 
mipmaps
    performance tuning 
MITS Altair 8800
    history of game programming 
Miyamoto, Shigeru
    game design ideas 
    history of game programming 
MMG (massively multiplayer games)  2nd 
    data extrapolation  2nd  3rd 
    dynamic servers  2nd  3rd 
    hierarchical messaging  2nd 
    server clusters  2nd 
    spatial subdivision  2nd 
    state change information  2nd 
mod-making.  [See content creation tools]
modelview matrix
    Direct3D 
modelview matrix (OpenGL) 
modules.  [See classes]
modulo
    vector math formula 
Monkey Island
    page-swap scrollers 
Monte Carlo estimation 
Morita, Akio
    history of game programming 
mouse
    invention of 
mouse look (first-person shooters)  2nd 
mouse.  [See mice]
movies.  [See films]
moving spheres tests  2nd  3rd  4th 
MUD (Multi-User Dungeon)
    history of game programming  2nd 
multi-key tables  2nd  3rd 
Multi-User Dungeon (MUD)
    history of game programming  2nd 
multiclient servers  2nd 
    concurrent servers  2nd  3rd  4th 
    iterative servers  2nd 
multilayered engines  2nd 
multimaps (STL containers)  2nd 
multimedia programming.  [See presentation section (programming)]
multipass rendering techniques
    for textures  2nd  3rd  4th  5th 
multiplayer games
    history of game programming  2nd  3rd 
multiplayer games.  [See also networking]
Multiple User Labor Element (M.U.L.E.)
    history of game programming  2nd 
multiplication
    of matrices  2nd 
multisets (STL containers)  2nd 
multitexturing  2nd 
mutations
    evolutionary computation  2nd 



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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