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I-Mode service history of game programming
IBM PC history of game programming
2nd
IBR (Image-Based Rendering) tree rendering
2nd
Ibuka, Masaru history of game programming
Ico camera styles
id Software history of game programming
ID3DXFont interface (Direct3D extension)
2nd
ID3DXMesh interface (Direct3D extension)
2nd
ID3DXPMesh interface (Direct3D extension)
2nd
IDA* path finding algorithm
2nd
identity matrix (OpenGL)
IK.
[See inverse kinematics] illumination.
[See lighting, shadows] image shaders (Renderman)
Image-Based Rendering (IBR) tree rendering
2nd
immediate mode (rasterization)
immediate mode rendering OpenGL
2nd
3rd
4th
immediate-mode API OpenGL as
implicit AI versus explicit AI
implicit character animation methods
2nd
forward kinematics
2nd
3rd
hardware-assisted skeletal animation
2nd
3rd
skeletal animation mathematics
2nd
3rd
versus explicit character animation methods
2nd
3rd
4th
Impossible Creatures Lua
IMs.
[See influence maps] in-order traversal (trees)
includes function (sets)
index list (indexed primitives)
indexed primitives
2nd
3rd
4th
Direct3D
2nd
indirection.
[See pointer indirection (performance tuning)] indoors rendering
2nd
3rd
binary space partition (BSP) algorithms
2nd
construction of BSP
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
hierarchical clipping
2nd
occlusion detection
2nd
3rd
4th
rendering algorithm
2nd
view-dependent sorting
2nd
3rd
hardware-assisted occlusion tests
2nd
3rd
hierarchical occlusion maps (HOM)
2nd
occlusion testing
2nd
portal rendering
2nd
3rd
4th
5th
optical effects
2nd
3rd
portal-octree hybrid
2nd
quadtree-BSP hybrid
2nd
versus outdoors rendering
2nd
inertia handling in first-person shooters
2nd
inertial cameras
infinite-speed targeting (shooting behaviors)
influence maps (IMs)
2nd
data structure
2nd
3rd
tests for
2nd
informational shots
inifinite lights OpenGL
innovation in game development
2nd
input devices.
[See user input] instance-based engines outdoors rendering
integration of Lua
2nd
3rd
interactive cinematography.
[See cinematography] interactive real-time software
2nd
update and render loops
2nd
3rd
4th
5th
6th
7th
interleaved arrays
interleaved arrays (OpenGL)
internal format OpenGL textures
Internal WADs (IWADs)
Internet operational overview
2nd
3rd
Internet Protocol (IP)
interpolation keyframe animation
2nd
3rd
prop handling
2nd
tagged animation
2nd
3rd
4th
5th
6th
interpolation polynomials
intersection function (sets)
inverse of matrices
2nd
inverse kinematics
2nd
(IK)
2nd
analytic solutions
2nd
3rd
4th
5th
blending with forward kinematics
2nd
Cyclic Coordinate Descent (CCD)
2nd
3rd
IP (Internet Protocol)
IP addresses converting DNS addresses to
2nd
specifying for sockets
isometric engines
2nd
3rd
4th
iterative TCP servers
2nd
iterative-deepening A* path finding algorithm
2nd
iterators (STL)
2nd
IWADs (Internal WADs)
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