[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]
safe routes test (IMs)
SAFE_RELEASE macros (DirectX)
Samurai Romanesque history of game programming
Sanders Associates history of game programming
scaling of matrices
2nd
scaling matrix (OpenGL)
screen-based emitters (particle systems)
screen-based games
2nd
Script Creation Utility for Maniac Mansion (SCUMM) history of game programming
scripting
scripting languages
2nd
building from scratch
2nd
simple language parsers
2nd
3rd
4th
5th
6th
7th
structured language parsers
2nd
3rd
4th
embedded languages
2nd
Java
2nd
3rd
4th
5th
Lua
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
socket-based scripting
2nd
3rd
4th
scripts
scrolling games
2nd
3rd
isometric engines
2nd
3rd
4th
multilayered engines
2nd
page-swap scrollers
2nd
parallax scrollers
2nd
SCUMM (Script Creation Utility for Maniac Mansion) history of game programming
search speed binary trees
2nd
hash tables
2nd
hash_sets, hash_multisets, hash_maps, hash_multimaps
linked lists
multi-key tables
priority queues
2nd
static arrays
tables
tries
secondary light sources
Sega history of game programming
Sega Master System history of game programming
selecting cameras
2nd
optimization targets
splitting plane (for BSP)
targets.
[See target selection] semispace test (eye contact)
2nd
3rd
sensory phase AI systems
2nd
separation rule (boids algorithm)
sequential AI systems
sequential memory access (performance tuning)
server clusters MMG (massively multiplayer games)
2nd
server-side techniques (rasterization)
server-side vertex arrays (OpenGL)
2nd
3rd
ATI cards
NVIDIA cards
2nd
VBOs (vertex buffer object)
2nd
servers
multiclient servers
2nd
concurrent servers
2nd
3rd
4th
iterative servers
2nd
TCP servers
2nd
3rd
4th
UDP servers
2nd
Service Games of Japan history of game programming
set packing
sets (STL containers)
2nd
shader-based particle systems
2nd
shaders
animation
2nd
3rd
fragment shaders
2nd
geometry effects
2nd
lighting
2nd
3rd
4th
particle systems
2nd
3rd
procedural textures
2nd
3rd
4th
real-time shading languages
2nd
3rd
Cg
2nd
3rd
GL2
HLSL
Renderman
2nd
3rd
4th
5th
special effects
2nd
texture mapping
2nd
3rd
4th
vertex shaders
2nd
shaders.
[See also shading]2nd
[See also procedural paradigm] shading.
[See lighting, textures]2nd
[See also shaders] shadow example (stippling effects)
shadow mapping
2nd
3rd
4th
5th
shadows
2nd
3rd
radiosity
2nd
3rd
4th
ray tracing
2nd
3rd
4th
5th
shadow mapping
2nd
3rd
4th
5th
stencil shadows
2nd
3rd
4th
5th
shield design pattern
2nd
shift-invariant BRDF
shooting behaviors (AI systems)
2nd
infinite-speed targeting
machine guns
2nd
still shooters
2nd
tracking shooters
2nd
3rd
shooting games AI systems
2nd
shots (camera) types of
2nd
3rd
sidedefs in Doom
silhouettes.
[See outlined drawing] simple language parsers (building scripting languages)
2nd
3rd
4th
5th
6th
7th
single-peer servers
2nd
single-threaded decoupled approach (real-time software loops)
2nd
3rd
singleton design pattern
2nd
3rd
skeletal animation facial animation
forward kinematics
2nd
3rd
hardware-assisted skeletal animation
2nd
3rd
mathematics for
2nd
3rd
shaders
sketch rendering.
[See pencil rendering] skyboxes cloud rendering
2nd
SLERP (Spherical Linear Interpolator)
2nd
3rd
small area games designing
2nd
3rd
smoke example (particle systems)
2nd
Snell's Law
sniper-stype shooters.
[See still shooters] snipers.
[See tracking shooters] socket-based scripting
2nd
3rd
4th
sockets
2nd
3rd
blocking
preventing blocks
2nd
closing for TCP clients
IP address specification
nonblocking
single-peer servers
2nd
TCP client connections
UDP client connections
2nd
software real-time software.
[See real-time software] Sony history of game programming
sound.
[See audio] Space Invaders game world updates
history of game programming
Spacewar history of game programming
2nd
3rd
spatial index design pattern
2nd
grid-based
2nd
3rd
list-based
2nd
quadtree-based
2nd
3rd
spatial indexes outdoors rendering
2nd
spatial indexing particle systems
2nd
spatial modeling with graphs
spatial sorting with binary trees
spatial subdivision MMG (massively multiplayer games)
2nd
spawning particles
2nd
3rd
4th
special effects
fire
2nd
glenzing effects
2nd
palette effects
2nd
3rd
4th
5th
6th
shaders
2nd
stippling effects
2nd
3rd
specular light
specular light mapping
2nd
speed of light
speed.
[See also performance tips] spheres bounding spheres.
[See bounding spheres] moving spheres tests
2nd
3rd
4th
point-in-sphere tests
2nd
3rd
ray-sphere intersection tests
2nd
Spherical Linear Interpolator (SLERP)
2nd
3rd
spherical texture mapping
2nd
split queue (ROAM)
split-only ROAM
splitting plane (for BSP) selecting
spot lights OpenGL
springs particle systems
sprite table (NES) history of game programming
sprites blitting (layering)
combining with multilayered engines
2nd
in isometric engines
2nd
3rd
4th
in scrolling games
2nd
3rd
4th
memory requirements for
2nd
3rd
4th
stacks
2nd
3rd
Stanard Games history of game programming
Standard Template Library.
[See STL] Star Trek II\: The Wrath of Kahn (film) particle data structures
particle systems
Star Wars eye contact
Starship Troopers boids algorithm
state change information MMG (massively multiplayer games)
2nd
state changes OpenGL performance tuning
2nd
state design pattern
2nd
state machines
state machines.
[See FSMs] state-space search (AI systems)
2nd
3rd
static arrays
2nd
3rd
static textures
statistical distribution algorithms grass rendering
2nd
3rd
steadycams
stencil buffer
2nd
stencil shadows
2nd
3rd
4th
5th
still shooters (shooting behaviors)
2nd
stippling effects
2nd
3rd
STL
2nd
(Standard Template Library)
2nd
containers
deques
2nd
hash_sets, hash_multisets, hash_maps, hash_multimaps
2nd
lists
2nd
3rd
maps and multimaps
2nd
sets and multisets
2nd
vectors
2nd
efficiency
2nd
iterators
2nd
Stochastic ray tracing
strafing
strategy design pattern
2nd
3rd
4th
strategy games.
[See also tactical AI] stroked outlines
2nd
structured language parsers (building scripting languages)
2nd
3rd
4th
structured programming
structured programming languages evolution of programming languages
2nd
structures.
[See data structures] Super Mario Bros action/output system in AI systems
history of game programming
scrolling games
supervised fitness testing
2nd
surface lighting Direct3D
surface properties OpenGL lighting
2nd
surface shaders (Renderman)
surfaces positional variance
suspension of disbelief
swapping.
[See caching] sweep and prune collision tests
2nd
3rd
symbolic constants for texture blending
OpenGL textures
symbolic rule systems
2nd
3rd
4th
5th
synchronization of AI systems
2nd
3rd
synchronized FSMs
2nd
3rd
4th
5th
synchronous routines for keyboards
2nd
syntax OpenGL
2nd
3rd
4th
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