[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]
Dabney, Ted history of game programming
Darwin, Charles theory of evolution
data amplification procedural model
data extrapolation MMG (massively multiplayer games)
2nd
3rd
data quantization
2nd
3rd
data storage performance tuning
2nd
data structures 2D arrays in page-swap scrollers
deques
2nd
3rd
doubly-linked lists
2nd
3rd
for particles
2nd
graphs
2nd
3rd
4th
linked lists
2nd
3rd
outdoors rendering
2nd
BTT (binary triangle tree)
2nd
3rd
heightfields
2nd
3rd
quadtrees
2nd
3rd
priority queues
2nd
3rd
queues
2nd
3rd
stacks
2nd
3rd
static arrays
2nd
3rd
STL.
[See STL] tables
2nd
hash tables
2nd
3rd
4th
multi-key tables
2nd
3rd
trees
2nd
binary trees
2nd
3rd
N-ary trees
2nd
ordered binary trees
quadtrees and octrees
2nd
3rd
traversal operations
2nd
3rd
tries
2nd
3rd
4th
data transfer bottlenecks
2nd
3rd
4th
5th
data transfer process TCP clients
2nd
UDP clients
2nd
data types evolution of programming languages
2nd
3rd
OpenGL
data types (3D pipelines)
alpha transparency
2nd
color space
2nd
indexed primitives
2nd
3rd
quantization
2nd
3rd
textures
2nd
3rd
vertices
2nd
Day of the Tentacle history of game programming
de Boer, Willem geomipmapping
decals (textures)
decision trees coding rule systems
2nd
depth perception in parallax scrollers
2nd
depth-first algorithm
depth-first search (AI systems)
deques
2nd
3rd
deques (STL containers)
2nd
design patterns.
[See DPs] detail textures
2nd
determinant of matrices
deterministic finite automata (DFA).
[See FSMs] development stages (game programming)
2nd
3rd
4th
maintenance
2nd
preproduction
2nd
3rd
4th
5th
6th
production
2nd
3rd
4th
DFA (deterministic finite automata).
[See FSMs] Diablo 2D game programming
isometric engines
progress design pattern
scrolling games
spatial subdivision
state change information
diagrams (FSMs)
2nd
3rd
difference function (sets)
differential solid angles
diffuse light
diffuse light mapping
Digital PDP-1 history of game programming
Dijkstra's algorithm
2nd
3rd
4th
direct kinematics.
[See forward kinematics] Direct3D
animation-oriented objects
2nd
booting
2nd
3rd
cameras
2nd
extensions
ID3DXFont interface
2nd
ID3DXMesh interface
2nd
ID3DXPMesh interface
2nd
FVF (Flexible Vertex Format)
2nd
3rd
geometry rendering
2nd
3rd
performance tuning
2nd
hierarchical transforms
indexed primitives
2nd
lighting
2nd
3rd
4th
render states
2nd
textures
2nd
transforms
2nd
user pointer primitives
2nd
directed graphs
DirectInput action mapping
2nd
3rd
force feedback
2nd
3rd
joysticks
2nd
3rd
4th
keyboards
2nd
3rd
4th
mice
2nd
3rd
DirectX history of
2nd
light mapping
2nd
symbolic constants for texture blending
DirectX.
[See also Direct3D] discarding triangles OpenGL performance tuning
discrete LOD (level-of-detail) policies
2nd
3rd
displacement (mice)
displacement shaders (Renderman)
display lists OpenGL
2nd
3rd
distance-related formulas
between planes
2nd
between two lines
2nd
between two points
2nd
from point to line
2nd
from point to plane
2nd
DNA code
DNS addresses converting to IP addresses
2nd
Dogma games presentation values
dolly cameras
Donkey Kong gameplay ideas
history of game programming
history of game programming)
Doom binary space partition (BSP) algorithms
BSP (Binary Space Partition) trees
history of game programming
2nd
3rd
DOS history of DirectX
dot product vector math formula
2nd
Dot3 bump mapping
2nd
double-ended queues.
[See deques] doubly-linked lists
2nd
3rd
Douglas, A.S. history of game programming
DPs (design patterns)
2nd
programming patterns
2nd
composite
2nd
3rd
4th
factory
2nd
3rd
flyweight
2nd
3rd
singleton
2nd
3rd
spatial index
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
strategy
2nd
3rd
4th
usability patterns
2nd
automatic mode cancellation (AMC)
2nd
focus
2nd
magnetism
2nd
progress
2nd
shield
2nd
states
2nd
drag coefficient particle systems
dramatic shots
driving games.
[See racing games] Duchaineau, Mark ROAM algorithm
Dungeon Siege state change information
dycotomic search algorithm
dynamic arrays.
[See linked lists] dynamic servers MMG (massively multiplayer games)
2nd
3rd
dynamic textures
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