[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]
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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