[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] racing games AI systems 2nd radiosity light mapping 2nd 3rd 4th rain example (particle systems) random number generators randomness in nondeterministic automata 2nd 3rd rasterization (3D pipelines) 2nd 3rd rasterization bottlenecks 2nd 3rd 4th 5th ray intersection tests ray-AABB 2nd ray-convex hull ray-object ray-plane 2nd 3rd ray-sphere 2nd ray-triangle 2nd ray tracing light mapping 2nd 3rd 4th 5th ray-AABB intersection tests 2nd ray-convex hull intersection tests ray-object intersection tests ray-plane intersection tests 2nd 3rd ray-sphere intersection tests 2nd ray-triangle intersection test 2nd 3rd ray-triangle intersection tests 2nd Real-time Optimally Adapting Meshes. [See ROAM] real-time shading languages 2nd 3rd Cg 2nd 3rd GL2 HLSL real-time software 2nd 3rd update and render loops 2nd 3rd 4th 5th 6th 7th realistic behavior (AI systems) versus optimal behavior (AI systems) 2nd 3rd reducing color depth for textures 2nd 3rd reflection BRDF 2nd 3rd 4th 5th 6th average vector 2nd environment mapping 2nd gloss mapping 2nd 3rd reflectivity of water 2nd refraction of water 2nd region-based A* path finding algorithm 2nd register combiners (blending textures) 2nd 3rd regular factories regular vertex arrays (OpenGL) 2nd 3rd relaxation. [See node relaxation] relevant information selection camera placement algorithms 2nd 3rd Remote Procedure Call (RPC) render loops (real-time software) 2nd 3rd 4th 5th 6th 7th render states Direct3D 2nd rendering audio cameras in first-person shooters 2nd Direct3D 2nd 3rd performance tuning 2nd game worlds 2nd graphics light equation example 2nd 3rd 4th 5th multipass rendering techniques for textures 2nd 3rd 4th 5th NPCs 2nd NPR. [See NPR] OpenGL display lists 2nd 3rd immediate mode rendering 2nd 3rd 4th performance tuning 2nd vertex arrays 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th particle systems. [See particle systems] particles 2nd animated textures blending modes 2nd chained/hierarchical systems efficient computation 2nd 3rd time-varying parameters players 2nd 3rd rendering algorithms BSP trees 2nd rendering. [See also indoors rendering]2nd [See also outdoors rendering]3rd [See also organic rendering] Renderman shaders 2nd 3rd 4th 5th resolution procedural model resolution testing (3D pipelines) 2nd 3rd continuous LOD policies 2nd 3rd discrete LOD policies 2nd 3rd resources for information bibliography 2nd 3rd 4th 5th 6th response curves joysticks 2nd 3rd 4th restrictions on player movement restrictions for outdoors rendering solutions for 2nd Rete algorithm (rule systems) 2nd 3rd 4th reverse kinematics. [See inverse kinematics] Reynolds, Craig W. boids algorithm RGBA mode OpenGL 2nd 3rd rigid-body transforms ROAM 2nd (Real-time Optimally Adapting Meshes) mesh reconstruction 2nd 3rd 4th 5th optimization 2nd 3rd variance tree construction 2nd 3rd Rosen Enterprises history of game programming Rosen, David history of game programming rotation of matrices rotation matrix (OpenGL) RPC (Remote Procedure Call) RS. [See rule systems] rule representation tactical AI 2nd 3rd rule systems 2nd 3rd 4th coding decision trees 2nd symbolic rule systems 2nd 3rd 4th 5th user-defined facts 2nd 3rd for camera placement algorithms 2nd Russell, Steve history of game programming |