[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] Pac-man history of game programming 2nd packed geometry packed primitives (rasterization) packet switching packing light maps 2nd 3rd 4th 5th page-swap scrollers 2nd paging textures 2nd painterly rendering 2nd palette effects 2nd 3rd 4th 5th 6th palette rotation (special effects) 2nd 3rd 4th palletized texture maps parallax scrollers 2nd parallel automata 2nd 3rd 4th 5th parallel automata (AI systems) 2nd Parallel IBR method tree rendering 2nd 3rd 4th parsing simple languages building scripting languages 2nd 3rd 4th 5th 6th 7th structured languages building scripting languages 2nd 3rd 4th particle systems 2nd 3rd 4th class architecture 2nd 3rd generic example 2nd global particle systems 2nd local particle systems 2nd particle behavior 2nd 3rd 4th particle data structures 2nd particle extinction 2nd performance tips 2nd LOD (level-of-detail) particle systems 2nd 3rd memory management 2nd shader-based particle systems 2nd spatial indexing 2nd rendering particles 2nd animated textures blending modes 2nd chained/hierarchical systems efficient computation 2nd 3rd time-varying parameters shaders 2nd 3rd spawning particles 2nd 3rd 4th particles behavior of 2nd 3rd 4th data structures for 2nd extinction of 2nd fading out 2nd rendering 2nd animated textures blending modes 2nd chained/hierarchical systems efficient computation 2nd 3rd timei-varying parameters spawning 2nd 3rd 4th Patch WADs (PWADs) path finding (tactical AI) 2nd A* algorithm 2nd 3rd 4th 5th 6th crash and turn algorithm 2nd 3rd 4th Dijkstra's algorithm 2nd 3rd 4th human path finding algorithm 2nd iterative-deepening A* algorithm 2nd region-based A* algorithm 2nd patrolling behaviors (AI systems) 2nd 3rd pattern table (NES) history of game programming patterns. [See DPs (design patterns)] PCs. [See personal computers] pencil rendering 2nd 3rd penumbras ray tracing per-pixel lighting light mapping 2nd 3rd computation 2nd diffuse light mapping DirectX 2nd global illumination OpenGL 2nd Phong algorithm 2nd radiosity 2nd 3rd 4th ray tracing 2nd 3rd 4th 5th specular light mapping 2nd versus per-vertex lighting 2nd 3rd per-vertex lighting versus per-pixel lighting 2nd 3rd per-vertex local lighting performance OpenGL lighting 2nd 3rd 4th performance tips for particle systems 2nd LOD (level-of-detail) particle systems 2nd 3rd memory management 2nd shader-based particle systems 2nd spatial indexing 2nd performance tuning analysis techniques 2nd memory usage 2nd 3rd timing routines 2nd 3rd bottlenecks 2nd 3rd 4th 5th application bottlenecks 2nd data transfer bottlenecks 2nd 3rd geometry bottlenecks 2nd rasterization bottlenecks 2nd 3rd code profilers 2nd 3rd 4th 5th Direct3D 2nd OpenGL discarding triangles geometry rendering 2nd geometry representation 2nd state changes 2nd optimization techniques arithmetic simplification 2nd efficient data storage 2nd memory allocation 2nd pointer indirection 2nd 3rd precomputation 2nd sequential memory access target selection ROAM optimization 2nd 3rd Perlin noise Perlin Noise function Perlin, Ken facial animation demo personal computers history of game programming 2nd 3rd personalities in AI systems Phong algorithm light mapping 2nd photon mapping photons physics-based particle systems algorithm for pinching (spherical mapping) ping-pong approach (patrolling) pipelines. [See 3D pipelines] placement algorithms (cameras) 2nd relevant information selection 2nd 3rd rule systems for 2nd target selection 2nd view angle selection 2nd planes distance between 2nd distance to point 2nd ray-plane intersection tests 2nd 3rd Planetside history of game programming planning. [See tactical AI] plateaus evolutionary computation 2nd platform games AI systems 2nd 3rd platform-independent API OpenGL as players rendering 2nd 3rd restrictions on movement updating 2nd 3rd PlayStation 2 history of game programming point emitters (particle systems) point inclusion tests point-in-AABB 2nd 3rd point-in-convex object 2nd point-in-convex polygon 2nd 3rd point-in-object 2nd 3rd 4th point-in-polygon 2nd 3rd point-in-sphere 2nd 3rd point-in-AABB tests 2nd 3rd point-in-convex object tests 2nd point-in-convex polygon tests 2nd 3rd point-in-object tests 2nd 3rd 4th point-in-polygon tests 2nd 3rd point-in-sphere tests 2nd 3rd point-triangle set collision tests 2nd pointer indirection (performance tuning) 2nd 3rd pointers versus iterators (STL) 2nd points distance between 2nd distance to line 2nd distance to plane 2nd Poisson distributions 2nd 3rd Pokemon history of game programming Pole Position history of game programming) polled devices joysticks polygons point-in-polygon tests 2nd 3rd polygons. [See also convex polygons] Pong game world updates history of game programming population generation (genetic programming) 2nd 3rd portal frustums portal rendering 2nd 3rd 4th 5th 6th optical effects 2nd 3rd portal stabbing portal-octree hybrid indoors rendering 2nd Portentially Visible Set (PVS) position-based emitters (particle systems) position-invariant BRDF positional lights OpenGL positional variance positions (mice) post-order traversal (trees) Potentially Visible Set (PVS) pre-order traversal (trees) precomputation (performance tuning) 2nd predictability avoiding with nondeterministic automata 2nd 3rd predictive chasing (chasing behaviors) 2nd 3rd predictive shooters. [See tracking shooters] preproduction phase (game programming) 2nd 3rd 4th 5th 6th 7th 8th 9th presentation section (programming) 2nd networked games 2nd NPC rendering 2nd player rendering 2nd 3rd world rendering 2nd primitive lists outdoors rendering primitives Direct3D indexed primitives 2nd types of user pointer primitives 2nd indexed primitives 2nd 3rd 4th OpenGL batching list of 2nd triangle strips Z-ordering 2nd primitives. [See also vertices] priorities. [See also rule systems] priority queues 2nd 3rd problem-solving analysis (AI systems) 2nd state-space search 2nd 3rd procedural paradigm 2nd 3rd 4th Renderman shaders 2nd 3rd 4th 5th procedural paradigm. [See also shaders] procedural textures shaders 2nd 3rd 4th production phase (game programming) 2nd 3rd 4th 5th 6th profilers. [See code profilers (performance tuning)] profiling techniques. [See analysis techniques (performance tuning)] programmable pipelines 2nd programming 2D game programming. [See 2D game programming] 3D pipelines. [See 3D pipelines] with Lua 2nd programming languages evolution of 2nd 3rd programming patterns 2nd composite 2nd 3rd 4th factory 2nd 3rd flyweight 2nd 3rd singleton 2nd 3rd spatial index 2nd grid-based 2nd 3rd list-based 2nd quadtree-based 2nd 3rd strategy 2nd 3rd 4th programming. [See game programming] progress design pattern 2nd progressive meshes outdoors rendering progressive meshes (triangle reduction) 2nd 3rd progressive refinement (radiosity) 2nd projection matrix Direct3D projection matrix (OpenGL) projection properties (OpenGL camera model) prop handling (character animation) 2nd 3rd and vehicles pure virtual classes PVS (Potentially Visible Set) 2nd PWADs (Patch WADs) |