[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 |