[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]
1942 mapped games
scrolling games
1D textures
2-norm.
[See Euclidean norm] 2-way scrollers.
[See scrolling games] 2D arrays in page-swap scrollers
2D chasing behaviors constant speed
2nd
2D convex hull computations
2D game programming
2nd
mapped games
isometric engines
2nd
3rd
4th
multilayered engines
2nd
page-swap scrollers
2nd
parallax scrollers
2nd
screen-based games
2nd
scrolling games
2nd
3rd
tile tables
2nd
3rd
4th
5th
on older hardware
2nd
3rd
special effects
fire
2nd
glenzing effects
2nd
palette effects
2nd
3rd
4th
5th
6th
stippling effects
2nd
3rd
sprites memory requirements for
2nd
3rd
4th
2D hemiplane test (eye contact)
2nd
3rd
2D polygon emitters (particle systems)
2D textures
3D convex hull computations
2nd
3D Digital Differential Analyzer.
[See 3DDDA] 3D pipelines
2nd
clipping process
2nd
bounding boxes
2nd
bounding spheres
2nd
3rd
4th
object clipping
2nd
triangle clipping
2nd
culling process
2nd
3rd
4th
object culling
2nd
3rd
data types
alpha transparency
2nd
color space
2nd
indexed primitives
2nd
3rd
quantization
2nd
3rd
textures
2nd
3rd
vertices
2nd
geometry formats
2nd
lighting stage
2nd
occlusion testing
2nd
3rd
rasterization
2nd
3rd
resolution testing
2nd
3rd
continuous LOD policies
2nd
3rd
discrete LOD policies
2nd
3rd
stages of
2nd
transform stage
2nd
3D RTS AI system performance tuning
3D semispace test (eye contact)
2nd
3rd
3D simulations in isometric engines
2nd
3rd
4th
in parallax scrollers
2nd
3D textures
3DDDA (3D Digital Differential Analyzer)
point-in-object tests
2nd
3rd
ray-object intersection tests
4-way scrollers.
[See scrolling games] 8-bit machines 2D game programming on
2nd
8008 chip history of game programming
8080 chip history of game programming
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