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    history of game programming  2nd 
packed geometry 
packed primitives (rasterization) 
packet switching 
packing light maps  2nd  3rd  4th  5th 
page-swap scrollers  2nd 
    textures  2nd 
painterly rendering  2nd 
palette effects  2nd  3rd  4th  5th  6th 
palette rotation (special effects)  2nd  3rd  4th 
palletized texture maps 
parallax scrollers  2nd 
parallel automata  2nd  3rd  4th  5th 
parallel automata (AI systems)  2nd 
Parallel IBR method
    tree rendering  2nd  3rd  4th 
    simple languages
        building scripting languages  2nd  3rd  4th  5th  6th  7th 
    structured languages
        building scripting languages  2nd  3rd  4th 
particle systems  2nd  3rd  4th 
    class architecture  2nd  3rd 
    generic example  2nd 
    global particle systems  2nd 
    local particle systems  2nd 
    particle behavior  2nd  3rd  4th 
    particle data structures  2nd 
    particle extinction  2nd 
    performance tips  2nd 
        LOD (level-of-detail) particle systems  2nd  3rd 
        memory management  2nd 
        shader-based particle systems  2nd 
        spatial indexing  2nd 
    rendering particles  2nd 
        animated textures 
        blending modes  2nd 
        chained/hierarchical systems 
        efficient computation  2nd  3rd 
        time-varying parameters 
    shaders  2nd  3rd 
    spawning particles  2nd  3rd  4th 
    behavior of  2nd  3rd  4th 
    data structures for  2nd 
    extinction of  2nd 
    fading out  2nd 
    rendering  2nd 
        animated textures 
        blending modes  2nd 
        chained/hierarchical systems 
        efficient computation  2nd  3rd 
        timei-varying parameters 
    spawning  2nd  3rd  4th 
Patch WADs (PWADs) 
path finding (tactical AI)  2nd 
    A* algorithm  2nd  3rd  4th  5th  6th 
    crash and turn algorithm  2nd  3rd  4th 
    Dijkstra's algorithm  2nd  3rd  4th 
    human path finding algorithm  2nd 
    iterative-deepening A* algorithm  2nd 
    region-based A* algorithm  2nd 
patrolling behaviors (AI systems)  2nd  3rd 
pattern table (NES)
    history of game programming 
patterns.  [See DPs (design patterns)]
PCs.  [See personal computers]
pencil rendering  2nd  3rd 
    ray tracing 
per-pixel lighting
    light mapping  2nd  3rd 
        computation  2nd 
        diffuse light mapping 
        DirectX  2nd 
        global illumination 
        OpenGL  2nd 
        Phong algorithm  2nd 
        radiosity  2nd  3rd  4th 
        ray tracing  2nd  3rd  4th  5th 
        specular light mapping  2nd 
    versus per-vertex lighting  2nd  3rd 
per-vertex lighting
    versus per-pixel lighting  2nd  3rd 
per-vertex local lighting 
    OpenGL lighting  2nd  3rd  4th 
performance tips
    for particle systems  2nd 
        LOD (level-of-detail) particle systems  2nd  3rd 
        memory management  2nd 
        shader-based particle systems  2nd 
        spatial indexing  2nd 
performance tuning 
    analysis techniques  2nd 
        memory usage  2nd  3rd 
        timing routines  2nd  3rd 
    bottlenecks  2nd  3rd  4th  5th 
        application bottlenecks  2nd 
        data transfer bottlenecks  2nd  3rd 
        geometry bottlenecks  2nd 
        rasterization bottlenecks  2nd  3rd 
    code profilers  2nd  3rd  4th  5th 
    Direct3D  2nd 
        discarding triangles 
        geometry rendering  2nd 
        geometry representation  2nd 
        state changes  2nd 
    optimization techniques 
        arithmetic simplification  2nd 
        efficient data storage  2nd 
        memory allocation  2nd 
        pointer indirection  2nd  3rd 
        precomputation  2nd 
        sequential memory access 
        target selection 
    ROAM optimization  2nd  3rd 
Perlin noise 
Perlin Noise function 
Perlin, Ken
    facial animation demo 
personal computers
    history of game programming  2nd  3rd 
    in AI systems 
Phong algorithm
    light mapping  2nd 
photon mapping 
physics-based particle systems
    algorithm for 
pinching (spherical mapping) 
ping-pong approach (patrolling) 
pipelines.  [See 3D pipelines]
placement algorithms (cameras)  2nd 
    relevant information selection  2nd  3rd 
    rule systems for  2nd 
    target selection  2nd 
    view angle selection  2nd 
    distance between  2nd 
    distance to point  2nd 
    ray-plane intersection tests  2nd  3rd 
    history of game programming 
planning.  [See tactical AI]
    evolutionary computation  2nd 
platform games
    AI systems  2nd  3rd 
platform-independent API
    OpenGL as 
    rendering  2nd  3rd 
    restrictions on movement 
    updating  2nd  3rd 
PlayStation 2
    history of game programming 
point emitters (particle systems) 
point inclusion tests 
    point-in-AABB  2nd  3rd 
    point-in-convex object  2nd 
    point-in-convex polygon  2nd  3rd 
    point-in-object  2nd  3rd  4th 
    point-in-polygon  2nd  3rd 
    point-in-sphere  2nd  3rd 
point-in-AABB tests  2nd  3rd 
point-in-convex object tests  2nd 
point-in-convex polygon tests  2nd  3rd 
point-in-object tests  2nd  3rd  4th 
point-in-polygon tests  2nd  3rd 
point-in-sphere tests  2nd  3rd 
point-triangle set collision tests  2nd 
pointer indirection (performance tuning)  2nd  3rd 
    versus iterators (STL)  2nd 
    distance between  2nd 
    distance to line  2nd 
    distance to plane  2nd 
Poisson distributions  2nd  3rd 
    history of game programming 
Pole Position
    history of game programming) 
polled devices
    point-in-polygon tests  2nd  3rd 
polygons.  [See also convex polygons]
    game world updates 
    history of game programming 
population generation (genetic programming)  2nd  3rd 
portal frustums 
portal rendering  2nd  3rd  4th  5th  6th 
    optical effects  2nd  3rd 
portal stabbing 
portal-octree hybrid
    indoors rendering  2nd 
Portentially Visible Set (PVS) 
position-based emitters (particle systems) 
position-invariant BRDF 
positional lights
positional variance 
positions (mice) 
post-order traversal (trees) 
Potentially Visible Set (PVS) 
pre-order traversal (trees) 
precomputation (performance tuning)  2nd 
    avoiding with nondeterministic automata  2nd  3rd 
predictive chasing (chasing behaviors)  2nd  3rd 
predictive shooters.  [See tracking shooters]
preproduction phase (game programming)  2nd  3rd  4th  5th  6th  7th  8th  9th 
presentation section (programming)  2nd 
    networked games  2nd 
    NPC rendering  2nd 
    player rendering  2nd  3rd 
    world rendering  2nd 
primitive lists
    outdoors rendering 
        indexed primitives  2nd 
        types of 
        user pointer primitives  2nd 
    indexed primitives  2nd  3rd  4th 
        list of  2nd 
    triangle strips 
    Z-ordering  2nd 
primitives.  [See also vertices]
priorities.  [See also rule systems]
priority queues  2nd  3rd 
problem-solving analysis (AI systems)  2nd 
    state-space search  2nd  3rd 
procedural paradigm  2nd  3rd  4th 
    Renderman shaders  2nd  3rd  4th  5th 
procedural paradigm.  [See also shaders]
procedural textures 
    shaders  2nd  3rd  4th 
production phase (game programming)  2nd  3rd  4th  5th  6th 
profilers.  [See code profilers (performance tuning)]
profiling techniques.  [See analysis techniques (performance tuning)]
programmable pipelines  2nd 
    2D game programming.  [See 2D game programming]
    3D pipelines.  [See 3D pipelines]
    with Lua  2nd 
programming languages
    evolution of  2nd  3rd 
programming patterns  2nd 
    composite  2nd  3rd  4th 
    factory  2nd  3rd 
    flyweight  2nd  3rd 
    singleton  2nd  3rd 
    spatial index  2nd 
        grid-based  2nd  3rd 
        list-based  2nd 
        quadtree-based  2nd  3rd 
    strategy  2nd  3rd  4th 
programming.  [See game programming]
progress design pattern  2nd 
progressive meshes
    outdoors rendering 
progressive meshes (triangle reduction)  2nd  3rd 
progressive refinement (radiosity)  2nd 
projection matrix
projection matrix (OpenGL) 
projection properties (OpenGL camera model) 
prop handling (character animation)  2nd  3rd 
    and vehicles 
pure virtual classes 
PVS (Potentially Visible Set)  2nd 
PWADs (Patch WADs) 


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