Index S

[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]

safe routes test (IMs) 
SAFE_RELEASE macros (DirectX) 
Samurai Romanesque
    history of game programming 
Sanders Associates
    history of game programming 
    of matrices  2nd 
scaling matrix (OpenGL) 
screen-based emitters (particle systems) 
screen-based games  2nd 
Script Creation Utility for Maniac Mansion (SCUMM)
    history of game programming 
scripting languages  2nd 
    building from scratch  2nd 
        simple language parsers  2nd  3rd  4th  5th  6th  7th 
        structured language parsers  2nd  3rd  4th 
    embedded languages  2nd 
        Java  2nd  3rd  4th  5th 
        Lua  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 
    socket-based scripting  2nd  3rd  4th 
scrolling games  2nd  3rd 
    isometric engines  2nd  3rd  4th 
    multilayered engines  2nd 
    page-swap scrollers  2nd 
    parallax scrollers  2nd 
SCUMM (Script Creation Utility for Maniac Mansion)
    history of game programming 
search speed
    binary trees  2nd 
    hash tables  2nd 
    hash_sets, hash_multisets, hash_maps, hash_multimaps 
    linked lists 
    multi-key tables 
    priority queues  2nd 
    static arrays 
secondary light sources 
    history of game programming 
Sega Master System
    history of game programming 
    cameras  2nd 
    optimization targets 
    splitting plane (for BSP) 
    targets.  [See target selection]
semispace test (eye contact)  2nd  3rd 
sensory phase
    AI systems  2nd 
separation rule (boids algorithm) 
sequential AI systems 
sequential memory access (performance tuning) 
server clusters
    MMG (massively multiplayer games)  2nd 
server-side techniques (rasterization) 
server-side vertex arrays (OpenGL)  2nd  3rd 
    ATI cards 
    NVIDIA cards  2nd 
    VBOs (vertex buffer object)  2nd 
    multiclient servers  2nd 
        concurrent servers  2nd  3rd  4th 
        iterative servers  2nd 
    TCP servers  2nd  3rd  4th 
    UDP servers  2nd 
Service Games of Japan
    history of game programming 
set packing 
sets (STL containers)  2nd 
shader-based particle systems  2nd 
    animation  2nd  3rd 
    fragment shaders  2nd 
    geometry effects  2nd 
    lighting  2nd  3rd  4th 
    particle systems  2nd  3rd 
    procedural textures  2nd  3rd  4th 
    real-time shading languages  2nd  3rd 
        Cg  2nd  3rd 
    Renderman  2nd  3rd  4th  5th 
    special effects  2nd 
    texture mapping  2nd  3rd  4th 
    vertex shaders  2nd 
shaders.  [See also shading]2nd  [See also procedural paradigm]
shading.  [See lighting, textures]2nd  [See also shaders]
shadow example (stippling effects) 
shadow mapping  2nd  3rd  4th  5th 
shadows  2nd  3rd 
    radiosity  2nd  3rd  4th 
    ray tracing  2nd  3rd  4th  5th 
    shadow mapping  2nd  3rd  4th  5th 
    stencil shadows  2nd  3rd  4th  5th 
shield design pattern  2nd 
shift-invariant BRDF 
shooting behaviors (AI systems)  2nd 
    infinite-speed targeting 
    machine guns  2nd 
    still shooters  2nd 
    tracking shooters  2nd  3rd 
shooting games
    AI systems  2nd 
shots (camera)
    types of  2nd  3rd 
    in Doom 
silhouettes.  [See outlined drawing]
simple language parsers (building scripting languages)  2nd  3rd  4th  5th  6th  7th 
single-peer servers  2nd 
single-threaded decoupled approach (real-time software loops)  2nd  3rd 
singleton design pattern  2nd  3rd 
skeletal animation
    facial animation 
    forward kinematics  2nd  3rd 
    hardware-assisted skeletal animation  2nd  3rd 
    mathematics for  2nd  3rd 
sketch rendering.  [See pencil rendering]
    cloud rendering  2nd 
SLERP (Spherical Linear Interpolator)  2nd  3rd 
small area games
    designing  2nd  3rd 
smoke example (particle systems)  2nd 
Snell's Law 
sniper-stype shooters.  [See still shooters]
snipers.  [See tracking shooters]
socket-based scripting  2nd  3rd  4th 
sockets  2nd  3rd 
        preventing blocks  2nd 
        for TCP clients 
    IP address specification 
    single-peer servers  2nd 
    TCP client connections 
    UDP client connections  2nd 
    real-time software.  [See real-time software]
    history of game programming 
sound.  [See audio]
Space Invaders
    game world updates 
    history of game programming 
    history of game programming  2nd  3rd 
spatial index design pattern  2nd 
    grid-based  2nd  3rd 
    list-based  2nd 
    quadtree-based  2nd  3rd 
spatial indexes
    outdoors rendering  2nd 
spatial indexing
    particle systems  2nd 
spatial modeling
    with graphs 
spatial sorting
    with binary trees 
spatial subdivision
    MMG (massively multiplayer games)  2nd 
    particles  2nd  3rd  4th 
special effects 
    fire  2nd 
    glenzing effects  2nd 
    palette effects  2nd  3rd  4th  5th  6th 
    shaders  2nd 
    stippling effects  2nd  3rd 
specular light 
specular light mapping  2nd 
speed of light 
speed.  [See also performance tips]
    bounding spheres.  [See bounding spheres]
    moving spheres tests  2nd  3rd  4th 
    point-in-sphere tests  2nd  3rd 
    ray-sphere intersection tests  2nd 
Spherical Linear Interpolator (SLERP)  2nd  3rd 
spherical texture mapping  2nd 
split queue (ROAM) 
split-only ROAM 
splitting plane (for BSP)
spot lights
    particle systems 
sprite table (NES)
    history of game programming 
    blitting (layering) 
        with multilayered engines  2nd 
    in isometric engines  2nd  3rd  4th 
    in scrolling games  2nd  3rd  4th 
    memory requirements for  2nd  3rd  4th 
stacks  2nd  3rd 
Stanard Games
    history of game programming 
Standard Template Library.  [See STL]
Star Trek II\: The Wrath of Kahn (film)
    particle data structures 
    particle systems 
Star Wars
    eye contact 
Starship Troopers
    boids algorithm 
state change information
    MMG (massively multiplayer games)  2nd 
state changes
    OpenGL performance tuning  2nd 
state design pattern  2nd 
state machines 
state machines.  [See FSMs]
state-space search (AI systems)  2nd  3rd 
static arrays  2nd  3rd 
static textures 
statistical distribution algorithms
    grass rendering  2nd  3rd 
stencil buffer  2nd 
stencil shadows  2nd  3rd  4th  5th 
still shooters (shooting behaviors)  2nd 
stippling effects  2nd  3rd 
STL  2nd 
    (Standard Template Library)  2nd 
        deques  2nd 
        hash_sets, hash_multisets, hash_maps, hash_multimaps  2nd 
        lists  2nd  3rd 
        maps and multimaps  2nd 
        sets and multisets  2nd 
        vectors  2nd 
    efficiency  2nd 
    iterators  2nd 
Stochastic ray tracing 
strategy design pattern  2nd  3rd  4th 
strategy games.  [See also tactical AI]
stroked outlines  2nd 
structured language parsers (building scripting languages)  2nd  3rd  4th 
structured programming 
structured programming languages
    evolution of programming languages  2nd 
structures.  [See data structures]
Super Mario Bros
    action/output system in AI systems 
    history of game programming 
    scrolling games 
supervised fitness testing  2nd 
surface lighting
surface properties
    OpenGL lighting  2nd 
surface shaders (Renderman) 
    positional variance 
suspension of disbelief 
swapping.  [See caching]
sweep and prune collision tests  2nd  3rd 
symbolic constants
    for texture blending 
    OpenGL textures 
symbolic rule systems  2nd  3rd  4th  5th 
    of AI systems  2nd  3rd 
synchronized FSMs  2nd  3rd  4th  5th 
synchronous routines
    for keyboards  2nd 
    OpenGL  2nd  3rd  4th 

Core Techniques and Algorithms in Game Programming2003
Core Techniques and Algorithms in Game Programming2003
Year: 2004
Pages: 261 © 2008-2017.
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