[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]
Pac-man history of game programming
2nd
packed geometry
packed primitives (rasterization)
packet switching
packing light maps
2nd
3rd
4th
5th
page-swap scrollers
2nd
paging 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
parsing 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
particles 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
penumbras 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
performance 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
OpenGL
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
personalities in AI systems
Phong algorithm light mapping
2nd
photon mapping
photons
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
planes distance between
2nd
distance to point
2nd
ray-plane intersection tests
2nd
3rd
Planetside history of game programming
planning.
[See tactical AI] plateaus evolutionary computation
2nd
platform games AI systems
2nd
3rd
platform-independent API OpenGL as
players 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
pointers versus iterators (STL)
2nd
points distance between
2nd
distance to line
2nd
distance to plane
2nd
Poisson distributions
2nd
3rd
Pokemon history of game programming
Pole Position history of game programming)
polled devices joysticks
polygons point-in-polygon tests
2nd
3rd
polygons.
[See also convex polygons] Pong 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 OpenGL
positional variance
positions (mice)
post-order traversal (trees)
Potentially Visible Set (PVS)
pre-order traversal (trees)
precomputation (performance tuning)
2nd
predictability 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
primitives Direct3D indexed primitives
2nd
types of
user pointer primitives
2nd
indexed primitives
2nd
3rd
4th
OpenGL batching
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
programming 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 Direct3D
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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