[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 scaling 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 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 scripts 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 tables tries secondary light sources Sega history of game programming Sega Master System history of game programming selecting 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 servers 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 shaders 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 GL2 HLSL 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 sidedefs 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 shaders sketch rendering. [See pencil rendering] skyboxes 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 blocking preventing blocks 2nd closing for TCP clients IP address specification nonblocking single-peer servers 2nd TCP client connections UDP client connections 2nd software real-time software. [See real-time software] Sony history of game programming sound. [See audio] Space Invaders game world updates history of game programming Spacewar 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 spawning 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] spheres 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) selecting spot lights OpenGL springs particle systems sprite table (NES) history of game programming sprites blitting (layering) combining 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 steadycams stencil buffer 2nd stencil shadows 2nd 3rd 4th 5th still shooters (shooting behaviors) 2nd stippling effects 2nd 3rd STL 2nd (Standard Template Library) 2nd containers 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 strafing 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 Direct3D surface properties OpenGL lighting 2nd surface shaders (Renderman) surfaces 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 synchronization of AI systems 2nd 3rd synchronized FSMs 2nd 3rd 4th 5th synchronous routines for keyboards 2nd syntax OpenGL 2nd 3rd 4th |