[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]
tables
2nd
hash tables
2nd
3rd
4th
multi-key tables
2nd
3rd
tactical AI
2nd
group dynamics
boids algorithm
2nd
3rd
4th
5th
formation-based movement
2nd
influence maps (IMs)
2nd
data structure
2nd
3rd
tests for
2nd
path finding
2nd
A* algorithm
2nd
3rd
4th
5th
6th
crash and turn algorithm
2nd
3rd
4th
Dijkstra's algorithm
2nd
3rd
4th
human path finding algorithm
2nd
iterative-deepening A* algorithm
2nd
region-based A* algorithm
2nd
rule representation
2nd
3rd
tagged animation
2nd
3rd
4th
5th
6th
Taito history of game programming
taking cover.
[See hiding behaviors] target selection camera placement algorithms
2nd
TC method
TCP (Transmission Control Protocol)
2nd
3rd
TCP clients
2nd
call sequences
closing sockets
connection process
2nd
3rd
data transfer process
2nd
TCP servers
2nd
3rd
4th
multiclient servers
2nd
concurrent servers
2nd
3rd
4th
iterative servers
2nd
TCP/IP
2nd
TDPS (Trihedral Discretized Polyhedra Simplification)
teamwork.
[See synchronization of AI systems] technical support.
[See also maintenance phase (game programming)] technology ideas based on
Tekken clipping process
temporal coherence (continuous LOD policies)
Tennis for two history of game programming
Terragen cloud rendering
terrain blocks (geomipmapping)
terrain rendering.
[See outdoors rendering] tests for influence maps (IMs)
2nd
Tetris game world rendering
history of game programming
player update routines
presentation programming
Texas Instruments history of game programming
texture bottlenecks
2nd
3rd
4th
texture mapping
2nd
shaders
2nd
3rd
4th
texture mapping.
[See textures]2nd
[See textures] texture matrix (OpenGL)
textures 3D pipelines
2nd
3rd
animating
blending
2nd
3rd
4th
5th
arithmetic for
2nd
3rd
4th
5th
6th
bump mapping
2nd
Dot3 bump mapping
2nd
emboss bump mapping
2nd
chunk LODs
cylindrical mapping
2nd
decals
detail textures
2nd
Direct3D
2nd
environment mapping
2nd
filtering
2nd
mipmapping
2nd
3rd
geomipmapping
2nd
3rd
4th
5th
gloss mapping
2nd
3rd
light mapping.
[See light mapping] memory usage caching and paging
2nd
color reduction
2nd
3rd
compression
2nd
multipass rendering techniques
2nd
3rd
4th
5th
multitexturing
2nd
OpenGL
2nd
3rd
4th
5th
procedural textures shaders
2nd
3rd
4th
shadow mapping
2nd
3rd
4th
5th
spherical mapping
2nd
texture mapping
2nd
shaders
2nd
3rd
4th
tiling
2nd
triangle mapping
2nd
3rd
4th
types of
2nd
The Getaway facial animation
The Legend of Zelda history of game programming
memory requirements
player update routines
The Lion King boids algorithm
The Lord of the Rings composite design pattern
The Lord of the Rings (film) blending inverse kinematics and forward kinematics
The Sims content creation tools
The Two Towers camera styles
things (lump type) in Doom
third-person cameras
2nd
3rd
4th
5th
tile table (mapped games)
tile tables (TT)
format of tiles
2nd
number of tiles
2nd
tiles format of
2nd
memory requirements formula
number of
2nd
tiling textures
2nd
time-varying parameters rendering particles
timing routines (performance tuning)
2nd
3rd
Tokyo Telecommunications Engineering Corporation history of game programming
Tomb Raider forward kinematics
quaternions
third-person cameras
Torrance-Sparrow-Cook model
tournament fitness testing
tracking shooters (shooting behaviors)
2nd
3rd
traffic light example (palette rotation effects)
2nd
3rd
transferring data.
[See data transfer process] transform stage (3D pipelines)
2nd
transformation shaders (Renderman)
transformations OpenGL
2nd
3rd
4th
concatenation of
2nd
hierarchical transforms
2nd
transforms Direct3D
2nd
hierarchical transforms
of matrices concatenation of
2nd
transitions (graphs)
translation of matrices
2nd
translation matrix (OpenGL)
transmission (light).
[See refraction] Transmission Control Protocol (TCP)
2nd
3rd
transparency 2D game programming
2nd
3rd
3D pipelines
2nd
of water
2nd
OpenGL RGBA mode
2nd
3rd
with glenzing effects
2nd
with stippling effects
2nd
3rd
transposition of matrices
traversal operations (trees)
2nd
3rd
Tread Marks ROAM algorithm
Trebilco, Damian fire generator
trees
2nd
binary trees
2nd
3rd
ordered binary trees
N-ary trees
2nd
quadtrees and octrees
2nd
3rd
rendering
2nd
Image-Based Rendering (IBR)
2nd
Orthogonal IBR method
2nd
3rd
4th
Parallel IBR method
2nd
3rd
4th
with billboards
2nd
3rd
4th
traversal operations
2nd
3rd
tries
2nd
3rd
4th
triangle clipping
2nd
triangle indexing.
[See indexed primitives] triangle reduction algorithms
2nd
edge collapsing
2nd
nonconservative triangle reduction
2nd
3rd
progressive meshes
2nd
3rd
vertex collapsing
2nd
3rd
triangle splitting BSP construction
2nd
3rd
triangle strips
triangle texture mapping
2nd
3rd
4th
triangles discarding OpenGL performance tuning
point-triangle set collision tests
2nd
ray-triangle intersection test
2nd
3rd
ray-triangle intersection tests
2nd
triangle reduction algorithms
2nd
edge collapsing
2nd
nonconservative triangle reduction
2nd
3rd
progressive meshes
2nd
3rd
vertex collapsing
2nd
3rd
tries
2nd
3rd
4th
trigonometric functions on older hardware
2nd
trigonometry review of formulas
2nd
3rd
Trihedral Discretized Polyhedra Simplification (TDPS)
trilinear texture filtering
Trubshaw, Roy history of game programming
true-color sprites
TT.
[See tile tables] tuning performance.
[See performance tuning] twin-threaded approach (real-time software loops)
2nd
3rd
two-color sprites
two-dimensional game programming.
[See 2D game programming] two-way scrollers.
[See scrolling games] types.
[See data types]
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