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A* search  2nd 
a-life (artificial life) 
Abrash, Michael 
Abrash, Mike 
acceleration  2nd  3rd  4th  5th  6th 
    constant acceleration  2nd 
    non-constant acceleration 
accuracy of fixed-point math  2nd 
Acquire() method  2nd  3rd 
acquiring
    joysticks 
    keyboard devices  2nd 
    mouse devices  2nd 
action functions  2nd  3rd 
ACTION structure  2nd 
action verbs (text games)  2nd  3rd 
    Shadow Land  2nd  3rd  4th  5th 
actions
    AI (artificial intelligence) plans  2nd 
addition
    fixed-point numbers 
    matrices  2nd 
    vectors  2nd 
AddPort() method 
addref() function 
AddRef() method 
address operator (&)  2nd 
adjacent side (right triangles) 
AdjustWindowRectEx() method 
AI (artificial intelligence)  2nd  3rd  4th  5th  6th 
    a-life (artificial life) 
    deterministic algorithms  2nd 
        evasion algorithms  2nd 
        random motion  2nd  3rd 
        tracking algorithms  2nd  3rd  4th  5th  6th 
    FSMs (finite state machines)  2nd  3rd  4th  5th 
        personality  2nd  3rd 
        sample code listing  2nd  3rd 
    fuzzy logic  2nd  3rd 
        FAMs (fuzzy associative matrices)  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th 
        fuzzification 
        fuzzy manifolds and membership  2nd  3rd  4th  5th  6th 
        fuzzy sets  2nd  3rd  4th  5th  6th  7th 
        linguistic variables and rules  2nd  3rd 
        normal sets  2nd 
        troughs 
    genetic algorithms  2nd  3rd  4th 
    guidelines  2nd  3rd 
    intelligent agents 
    memory and learning  2nd  3rd  4th 
    neural networks  2nd  3rd  4th  5th  6th 
        McCollock-Pitts neurode summation function 
        neurodes  2nd 
        truth table 
    pathfinding 
        A* searches  2nd 
        bidirectional breadth-first searches 
        breadth-first searches  2nd 
        collision avoidance tracks  2nd 
        contour tracing  2nd 
        depth-first searches  2nd 
        DijkstraÕs search 
        trial and error  2nd 
        waypoints  2nd  3rd  4th  5th  6th 
    patterns  2nd 
        conditional logic  2nd  3rd  4th  5th 
        motion control patterns  2nd  3rd  4th  5th  6th 
    planning  2nd 
        action structure  2nd 
        decision trees  2nd  3rd  4th  5th 
        goals  2nd 
        hard-coded plans 
        plan implementation  2nd  3rd  4th 
        plan monitoring 
        priorities 
        production rules  2nd 
    racing example  2nd 
    scripts
        C/C++ compiler  2nd  3rd  4th  5th  6th  7th 
        functions section 
        globals section 
        main section 
        scripting language design  2nd  3rd  4th 
AI-controlled demos  2nd 
algorithms
    advantages  2nd 
    Algorithms in C++ 
    asymptotic analysis  2nd  3rd  4th 
    Big O notation 
    BresenhamÕs algorithm  2nd  3rd  4th  5th  6th  7th 
    Cohen-Sutherland  2nd  3rd  4th  5th  6th  7th  8th  9th 
    deterministic algorithms  2nd 
        evasion algorithms  2nd 
        random motion  2nd  3rd 
        tracking algorithms  2nd  3rd  4th  5th  6th 
    efficiency of 
    genetic algorithms  2nd  3rd  4th 
    obstacle avoidance
        A* searches  2nd 
        bidirectional breadth-first searches 
        breadth-first searches  2nd 
        collision avoidance tracks  2nd 
        contour tracing  2nd 
        depth-first searches  2nd 
        DijkstraÕs search 
        racing example  2nd 
        trial and error  2nd 
        waypoints  2nd  3rd  4th  5th  6th 
    planning algorithms  2nd 
        action structure  2nd 
        decision trees  2nd  3rd  4th  5th 
        goals  2nd 
        hard-coded plans 
        plan implementation  2nd  3rd  4th 
        plan monitoring 
        priorities 
        production rules  2nd 
    recursion  2nd  3rd  4th  5th  6th 
    Run-Slicing algorithm 
    sample collision algorithm  2nd 
    Symmetric Double Step algorithm 
Algorithms in C++ 
Alpha.5.5.5 color mode 
ambient sound
    text games  2nd  3rd  4th 
ampersand (&) 
    address operator  2nd 
amplitude of sound waves  2nd 
amplitude resolution  2nd 
analyzing algorithms  2nd  3rd  4th 
analyzing language
    lexical analysis 
        periods  2nd 
        static vocabulary table initialization  2nd 
        token data structure  2nd 
        token-extraction function  2nd  3rd 
        tokenizers  2nd 
        white space  2nd 
    semantic analysis  2nd 
    syntactical analysis  2nd  3rd  4th 
    vocabulary 
        action functions  2nd  3rd 
        action verbs  2nd  3rd 
        prepositions  2nd 
        productions  2nd  3rd 
        sample game vocabulary  2nd 
angle of reflection 
Animate_BOB() method 
animation
    color animation  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 
    double buffering  2nd  3rd  4th  5th  6th  7th 
        example  2nd  3rd  4th 
        implementing  2nd  3rd 
    page flipping  2nd  3rd 
        example  2nd  3rd 
        Flip() method  2nd 
ANSI_FIXED_FONT stock object 
ANSI_VAR_FONT stock object 
antecedents 
antecedents (production rules) 
applications
    .  [See games, programs]
APPLICATIONS directory 
arcade games 
architecture
    input systems 
        INPUT_EVENT_TYP data structure 
        joystick mapping 
        keyboard mapping 
        Merge_Input() method  2nd 
        mouse mapping 
architecture (game loops)  2nd 
    AI and game logic 
    display synchronization 
    frame rendering 
    initialization 
    main game loop
        entering 
        repeating 
        simple game event loop  2nd  3rd  4th 
    player input 
    shutdown 
ARCHIVE file property 
arithmetic
    fixed-point math  2nd 
        accuracy  2nd 
        addition 
        converting to/from  2nd 
        division  2nd  3rd 
        multiplication  2nd  3rd 
        subtraction 
        types  2nd 
arithmetic.  [See math]
arrays  2nd 
ARTICLES directory  2nd 
artificial intelligence
    AI-controlled demos  2nd 
artificial intelligence.  [See AI]2nd  [See AI]
artificial life (a-life) 
ARTWORK directory  2nd 
ASCII
    character chart 
ASCII codes 
assembly language  2nd  3rd 
asteroid field (Outpost)  2nd 
asymptotic analysis  2nd  3rd  4th 
attaching
    menus to windows 
    palettes to surfaces  2nd 
audio.  [See sound]2nd  [See sound]3rd  [See sound]
automatons 
avoiding obstacles
    .  [See also collisions]
    A* searches  2nd 
    bidirectional breadth-first searches 
    breadth-first searches  2nd 
    collision avoidance tracks  2nd 
    contour tracing  2nd 
    depth-first searches  2nd 
    DijkstraÕs search 
    racing example  2nd 
    trial and error  2nd 
    waypoints  2nd  3rd  4th  5th  6th 
axons 

 




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