[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]
racing games AI systems
2nd
radiosity light mapping
2nd
3rd
4th
rain example (particle systems)
random number generators
randomness in nondeterministic automata
2nd
3rd
rasterization (3D pipelines)
2nd
3rd
rasterization bottlenecks
2nd
3rd
4th
5th
ray intersection tests
ray-AABB
2nd
ray-convex hull
ray-object
ray-plane
2nd
3rd
ray-sphere
2nd
ray-triangle
2nd
ray tracing light mapping
2nd
3rd
4th
5th
ray-AABB intersection tests
2nd
ray-convex hull intersection tests
ray-object intersection tests
ray-plane intersection tests
2nd
3rd
ray-sphere intersection tests
2nd
ray-triangle intersection test
2nd
3rd
ray-triangle intersection tests
2nd
Real-time Optimally Adapting Meshes.
[See ROAM] real-time shading languages
2nd
3rd
Cg
2nd
3rd
GL2
HLSL
real-time software
2nd
3rd
update and render loops
2nd
3rd
4th
5th
6th
7th
realistic behavior (AI systems) versus optimal behavior (AI systems)
2nd
3rd
reducing color depth for textures
2nd
3rd
reflection
BRDF
2nd
3rd
4th
5th
6th
average vector
2nd
environment mapping
2nd
gloss mapping
2nd
3rd
reflectivity of water
2nd
refraction
of water
2nd
region-based A* path finding algorithm
2nd
register combiners (blending textures)
2nd
3rd
regular factories
regular vertex arrays (OpenGL)
2nd
3rd
relaxation.
[See node relaxation] relevant information selection camera placement algorithms
2nd
3rd
Remote Procedure Call (RPC)
render loops (real-time software)
2nd
3rd
4th
5th
6th
7th
render states Direct3D
2nd
rendering audio
cameras in first-person shooters
2nd
Direct3D
2nd
3rd
performance tuning
2nd
game worlds
2nd
graphics
light equation example
2nd
3rd
4th
5th
multipass rendering techniques for textures
2nd
3rd
4th
5th
NPCs
2nd
NPR.
[See NPR] OpenGL display lists
2nd
3rd
immediate mode rendering
2nd
3rd
4th
performance tuning
2nd
vertex arrays
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
particle systems.
[See particle systems] particles
2nd
animated textures
blending modes
2nd
chained/hierarchical systems
efficient computation
2nd
3rd
time-varying parameters
players
2nd
3rd
rendering algorithms BSP trees
2nd
rendering.
[See also indoors rendering]2nd
[See also outdoors rendering]3rd
[See also organic rendering] Renderman shaders
2nd
3rd
4th
5th
resolution procedural model
resolution testing (3D pipelines)
2nd
3rd
continuous LOD policies
2nd
3rd
discrete LOD policies
2nd
3rd
resources for information bibliography
2nd
3rd
4th
5th
6th
response curves joysticks
2nd
3rd
4th
restrictions on player movement
restrictions for outdoors rendering solutions for
2nd
Rete algorithm (rule systems)
2nd
3rd
4th
reverse kinematics.
[See inverse kinematics] Reynolds, Craig W. boids algorithm
RGBA mode OpenGL
2nd
3rd
rigid-body transforms
ROAM
2nd
(Real-time Optimally Adapting Meshes)
mesh reconstruction
2nd
3rd
4th
5th
optimization
2nd
3rd
variance tree construction
2nd
3rd
Rosen Enterprises history of game programming
Rosen, David history of game programming
rotation of matrices
rotation matrix (OpenGL)
RPC (Remote Procedure Call)
RS.
[See rule systems] rule representation tactical AI
2nd
3rd
rule systems
2nd
3rd
4th
coding
decision trees
2nd
symbolic rule systems
2nd
3rd
4th
5th
user-defined facts
2nd
3rd
for camera placement algorithms
2nd
Russell, Steve history of game programming
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