[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]
VAOs (vertex array object)
variable-duration AI testing
variance ROAM
2nd
3rd
VARs (vertex array range)
2nd
VAs.
[See vertex arrays] VBOs (vertex buffer object)
2nd
vector math review of formulas
cross product
2nd
dot product
2nd
modulo
VectorC (code profiler)
2nd
vectors (STL containers)
2nd
vehicles and prop handling (character animation)
velocity handling in first-person shooters
2nd
particle systems
vertex array object (VAOs)
vertex array range (VARs)
2nd
vertex arrays
OpenGL
2nd
compiled vertex arrays
regular vertex arrays
2nd
server-side vertex arrays
2nd
3rd
4th
5th
6th
7th
vertex buffer object (VBOs)
2nd
vertex buffers
vertex buffers (Direct3D) declaring
performance tuning
2nd
vertex collapsing algorithms
2nd
3rd
vertex shaders
2nd
animation
lighting
2nd
special effects
texture mapping
vertex splits
vertex-based facial animation
2nd
vertices
2nd
in Doom
vertices.
[See also primitives] VGA color history of game programming
video cards hardware-assisted occlusion testing
2nd
3rd
video game programming.
[See game programming] view angle selection camera placement algorithms
2nd
view-dependent sorting BSP trees
2nd
3rd
virtual classes pure virtual classes
viscous drag particle systems
visibility processing with leafy-BSPs
visual parameters for particles
volume rendering grass
2nd
3rd
volume shaders (Renderman)
volume textures
volumetric cloud systems cloud rendering
2nd
VTune (code profiler)
2nd
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