Index V

[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]

VAOs (vertex array object) 
variable-duration AI testing 
variance
    ROAM  2nd  3rd 
VARs (vertex array range)  2nd 
VAs.  [See vertex arrays]
VBOs (vertex buffer object)  2nd 
vector math
    review of formulas 
        cross product  2nd 
        dot product  2nd 
        modulo 
VectorC (code profiler)  2nd 
vectors (STL containers)  2nd 
vehicles
    and prop handling (character animation) 
velocity
    handling in first-person shooters  2nd 
    particle systems 
vertex array object (VAOs) 
vertex array range (VARs)  2nd 
vertex arrays 
    OpenGL  2nd 
        compiled vertex arrays 
        regular vertex arrays  2nd 
        server-side vertex arrays  2nd  3rd  4th  5th  6th  7th 
vertex buffer object (VBOs)  2nd 
vertex buffers 
vertex buffers (Direct3D)
    declaring 
    performance tuning  2nd 
vertex collapsing algorithms  2nd  3rd 
vertex shaders  2nd 
    animation 
    lighting  2nd 
    special effects 
    texture mapping 
vertex splits 
vertex-based facial animation  2nd 
vertices  2nd 
    in Doom 
vertices.  [See also primitives]
VGA color
    history of game programming 
video cards
    hardware-assisted occlusion testing  2nd  3rd 
video game programming.  [See game programming]
view angle selection
    camera placement algorithms  2nd 
view-dependent sorting
    BSP trees  2nd  3rd 
virtual classes
    pure virtual classes 
viscous drag
    particle systems 
visibility processing
    with leafy-BSPs 
visual parameters
    for particles 
volume rendering
    grass  2nd  3rd 
volume shaders (Renderman) 
volume textures 
volumetric cloud systems
    cloud rendering  2nd 
VTune (code profiler)  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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