《游戏引擎架构》中英词汇索引表
2014-02-23 17:26 Milo Yip 阅读(8889) 评论(2) 收藏 举报
简介
此词汇索引表源自《游戏引擎架构》的中英索引,支持搜寻及排序,以方便读者查阅。遇到游戏相关的术语也可利用本表查找其中英翻译。欢迎提供意见反馈。
中英双语索引表
| 英文 | 中文 | 页数 |
| 2D angular acceleration | 二维角加速率 | 580 |
| 2D angular dynamics | 二维旋转动力学 | 580 |
| 2D angular speed | 二维角速率 | 580 |
| 2D angular velocity | 二维角速度 | 580 |
| 2D orientation | 二维定向 | 580 |
| 3D angular dynamics | 三维旋转动力学 | 583 |
| 3D angular momentum | 三维角动量 | 584 |
| 3D angular velocity | 三维角速度 | 584 |
| 3D mathematics | 三维数学 | 125 |
| 3D model | 三维模型 | 48 |
| 3D model | 三维模型 | 48 |
| 3D modeler | 三维建模师 | 5 |
| 3D orientation | 三维定向 | 584 |
| 3D texture | 三维纹理 | 430 |
| 3D torque | 三维力矩 | 585 |
| 3×3 matrix | 3×3矩阵 | 165 |
| 4×3 matrix | 4×3矩阵 | 146 |
| A* algorithm | A*算法 | 45 |
| A* algorithm | A*算法 | 731 |
| A* algorithm | A*算法 | 78 |
| absolute path | 绝对路径 | 244 |
| absorb | 吸收 | 372 |
| absorb | 吸收 | 372 |
| abstract construction | 抽象构造 | 639 |
| abstract factory | 抽象工厂 | 88 |
| abstract timeline | 抽象时间线 | 283 |
| accelerometer | 加速计 | 315 |
| accelerometer | 加速计 | 40 |
| act | 幕 | 623 |
| action state layer | 动作状态层 | 501 |
| action state layer | 动作状态层 | 524 |
| action state machine/ASM | 动作状态机 | 501 |
| action state machine/ASM | 动作状态机 | 515 |
| actor | 演员 | 256 |
| actor | 演员 | 623 |
| additive blending | 加法混合 | 488 |
| additive blending | 加法混合 | 511 |
| affine matrix | 仿射矩阵 | 139 |
| affine matrix | 仿射矩阵 | 152 |
| affine transformation | 仿射变换 | 144 |
| affine transformation | 仿射变换 | 455 |
| affine transformation | 仿射变换 | 471 |
| agent | 代理人 | 623 |
| agent | 代理人 | 7 |
| agent | 代理人 | 8 |
| aggregation | 聚合 | 646 |
| aggregation | 聚合 | 647 |
| aggregation | 聚合 | 723 |
| aggregation | 聚合 | 88 |
| air lock | 阻隔室 | 663 |
| albedo map | 反照率贴图 | 378 |
| albedo | 反照率 | 372 |
| algorithm | 算法 | 28 |
| algorithm | 算法 | 32 |
| algorithmic complexity | 算法复杂度 | 211 |
| alignment | 对齐 | 112 |
| alpha blending function | alpha混合函数 | 412 |
| alpha channel | alpha通道 | 373 |
| ambient light | 环境光 | 391 |
| ambient occlusion/AO | 环境遮挡 | 433 |
| ambient term | 环境项 | 387 |
| amortize | 分摊 | 205 |
| amphibious vehicle | 水陆两用载具 | 645 |
| analog axis | 模拟式轴 | 313 |
| analog input | 模拟式输入 | 313 |
| analog signal filtering | 模拟信号过滤 | 319 |
| analytic | 解析式 | 9 |
| analytical geometry | 解析几何 | 553 |
| analytical solution | 解析解 | 575 |
| angular dynamics | 旋转动力学 | 570 |
| animation bank | 动画库 | 49 |
| animation blend tree | 动画混合树 | 508 |
| animation blending | 动画混合 | 476 |
| animation clip | 动画片段 | 459 |
| animation clip | 动画片段 | 49 |
| animation compression | 动画压缩 | 496 |
| animation control parameter | 动画控制参数 | 525 |
| animation controller | 动画控制器 | 501 |
| animation controller | 动画控制器 | 535 |
| animation instancing | 动画实例 | 475 |
| animation pipeline | 动画管道 | 501 |
| animation pipeline | 动画管道 | 502 |
| animation post-processing | 动画后期处理 | 493 |
| animation retargeting | 动画重定目标 | 469 |
| animation sampling frequency | 动画采样频率 | 500 |
| animation state machine/ASM | 动画状态机 | 515 |
| animation state transition | 动画状态过渡 | 521 |
| animation state | 动画状态 | 515 |
| animation synchronization | 动画同步 | 465 |
| animation system | 动画系统 | 447 |
| animation tree | 动画树 | 520 |
| animation | 动画 | 39 |
| animator | 动画师 | 6 |
| anisotropic | 各向异性 | 372 |
| anisotropic | 各向异性 | 383 |
| anti-portal | 反入口 | 420 |
| antialiasing | 抗锯齿 | 400 |
| anticipation | 预备动作 | 524 |
| application programming interface/API | 应用程序接口 | 28 |
| application stage | 应用程序阶段 | 417 |
| approximation | 近似化 | 8 |
| arbitrary convex volume | 任意凸体积 | 551 |
| archetype | 原型 | 662 |
| area light | 面积光 | 392 |
| area | 地区 | 622 |
| arithmetic logic unit/ALU | 算术逻辑单元 | 95 |
| array | 数组 | 208 |
| art director | 艺术总监 | 6 |
| articulated | 有关节的 | 48 |
| artificial intelligence/AI | 人工智能 | 30 |
| artificial intelligence/AI | 人工智能 | 44 |
| artificial intelligence/AI | 人工智能 | 731 |
| artist | 艺术家 | 5 |
| aspect ratio | 长宽比 | 396 |
| aspect ratio | 长宽比 | 399 |
| assertion system | 断言系统 | 120 |
| assertion | 断言 | 121 |
| assertion | 断言 | 32 |
| assertion | 断言 | 687 |
| asset conditioning pipeline/ACP | 资产调节管道 | 253 |
| asset conditioning pipeline/ACP | 资产调节管道 | 258 |
| asset conditioning pipeline/ACP | 资产调节管道 | 408 |
| asset conditioning pipeline/ACP | 资产调节管道 | 46 |
| asset conditioning pipeline/ACP | 资产调节管道 | 47 |
| asset conditioning pipeline/ACP | 资产调节管道 | 635 |
| asset conditioning stage | 资产调节阶段 | 408 |
| asset management tool | 资产管理工具 | 634 |
| asset | 资产 | 252 |
| associative array | 关联数组 | 712 |
| asynchronous file I/O | 异步文件I/O | 248 |
| asynchronous program | 异步程序 | 302 |
| asynchronous | 异步 | 689 |
| atomic data type | 基本数据类型 | 94 |
| attachment | 依附 | 527 |
| audio bank | 音频库 | 49 |
| audio data | 音频数据 | 49 |
| audio | 音频 | 317 |
| audio | 音频 | 41 |
| audio | 音频 | 729 |
| automatic variable | 自动变量 | 107 |
| AVL tree | AVL树 | 208 |
| axis-aligned bounding box/AABB | 轴对齐包围盒 | 171 |
| axis-aligned bounding box/AABB | 轴对齐包围盒 | 549 |
| axis-angle | 轴角 | 157 |
| axis-angle | 轴角 | 165 |
| azimuthal angle | 方位角 | 429 |
| background modeler | 背景建模师 | 5 |
| backward Euler | 向后欧拉 | 578 |
| ball and socket joint | 球窝关节 | 594 |
| base class | 基类 | 84 |
| baseline offset | 基线偏移 | 444 |
| basis vector | 基矢量 | 128 |
| basis vector | 基矢量 | 152 |
| batched update | 批次式更新 | 679 |
| bicubic patch | 双三次面片 | 363 |
| bidirectional reflection distribution function/BRDF | 双向反射分布函数 | 389 |
| bidirectional surface scattering reflectance distribution function/BSSRDF | 双向表面散射反射分布函数 | 435 |
| big-endian | 大端 | 97 |
| big-O notation | 大O记法 | 211 |
| bilinear | 双线性 | 383 |
| billboard | 公告板 | 36 |
| billboard | 公告板 | 438 |
| binary heap | 二叉堆 | 208 |
| binary object image | 二进制对象映像 | 657 |
| binary search tree/BST | 二叉查找树 | 208 |
| binary search | 二分搜寻 | 212 |
| binary space partitioning/BSP tree | 二元空间分割树 | 13 |
| binary space partitioning/BSP tree | 二元空间分割树 | 35 |
| binary space partitioning/BSP tree | 二元空间分割树 | 424 |
| binary space partitioning/BSP tree | 二元空间分割树 | 562 |
| binary | 二进制 | 90 |
| bind pose | 绑定姿势 | 454 |
| binormal | 副法矢量 | 374 |
| biomechanics character model | 生物力学角色模型 | 31 |
| bit swizzling | 位重组 | 330 |
| bits per pixel/BPP | 每像素位数 | 373 |
| bitwise operator | 位运算符 | 321 |
| black body radiation | 黑体辐射 | 371 |
| bleach bypass | 略过漂白 | 36 |
| blend factor | 混合因子 | 476 |
| blend mask | 混合遮罩 | 487 |
| blend percentage | 混合百分比 | 476 |
| blending stage | 混合阶段 | 412 |
| Blinn-Phong reflection model | Blinn-Phong反射模型 | 389 |
| block scope | 块作用域 | 354 |
| bloom effect | 敷霜效果 | 25 |
| bloom effect | 敷霜效果 | 35 |
| bloom effect | 敷霜效果 | 392 |
| bloom effect | 敷霜效果 | 430 |
| Bluetooth | 蓝牙 | 311 |
| body space | 刚体空间 | 581 |
| bone | 骨头 | 450 |
| border color mode | 边缘颜色模式 | 379 |
| bounding sphere tree | 包围球树 | 35 |
| bounding sphere tree | 包围球树 | 424 |
| bounding volume | 包围体积 | 418 |
| branch | 分支 | 54 |
| breakpoint | 断点 | 292 |
| breakpoint | 断点 | 72 |
| brush geometry | 笔刷几何图形 | 48 |
| brush geometry | 笔刷几何图形 | 622 |
| BSS segment | BSS段 | 106 |
| bubble up effect | 冒泡效应 | 646 |
| bucketed update | 桶式更新 | 683 |
| build configuration | 生成配置 | 63 |
| bullet trace | 弹道 | 610 |
| buoyancy simulation | 浮力模拟 | 567 |
| buoyancy | 浮力 | 538 |
| buoyancy | 浮力 | 616 |
| byte code | 字节码 | 708 |
| Bézier ease-in/ease-out curve | Bézier缓入/缓出曲线 | 480 |
| Bézier surface | Bézier曲面 | 363 |
| C runtime library/CRT | 标准C执行时库 | 352 |
| C4 Engine | C4引擎 | 24 |
| cache coherency | 缓存一致性 | 368 |
| cache line | 缓存线 | 205 |
| cache miss | 缓存命中失败 | 205 |
| cache miss | 缓存命中失败 | 207 |
| cache miss | 缓存命中失败 | 513 |
| cache | 缓存 | 205 |
| call stack | 调用堆栈 | 352 |
| call stack | 调用堆栈 | 73 |
| callback function | 回调函数 | 281 |
| callback function | 回调函数 | 568 |
| callback-driven framework | 回调驱动框架 | 281 |
| callback | 回调 | 714 |
| camera collision | 摄像机碰撞 | 613 |
| camera space | 摄像机空间 | 150 |
| camera space | 摄像机空间 | 393 |
| camera | 摄像机 | 316 |
| canonicalization | 规范化 | 245 |
| capsule | 胶囊体 | 545 |
| capsule | 胶囊体 | 549 |
| Cartesian basis vector | 笛卡儿基矢量 | 128 |
| Cartesian coordinate system | 笛卡儿坐标系 | 126 |
| cathode ray tube/CRT | 阴极射线管 | 444 |
| Catmull-Clark algorithm | Catmull-Clark算法 | 364 |
| Catmull-Rom spline | Catmull-Rom样条 | 259 |
| caustics | 焦散 | 386 |
| caustics | 焦散 | 435 |
| cel animation | 赛璐璐动画 | 447 |
| center of mass/CM/COM | 质心 | 147 |
| center of mass/CM/COM | 质心 | 571 |
| centroid | 几何中心 | 571 |
| chain of responsibility | 职责链 | 696 |
| change of basis | 基的变更 | 150 |
| change of basis | 基的变更 | 457 |
| changelist(Perforce) | 变更列表 | 54 |
| channel function | 通道函数 | 469 |
| channel | 频道 | 335 |
| chapter | 章 | 623 |
| character animation | 角色动画 | 30 |
| character glyph | 字符字形 | 226 |
| character locomotion | 角色运动 | 481 |
| character locomotion | 角色运动 | 731 |
| character mechanics | 角色机制 | 612 |
| character rigging artist | 角色绑定师 | 475 |
| cheat code | 作弊码 | 348 |
| cheat | 作弊 | 348 |
| check point | 储存点 | 669 |
| check-in | 签入 | 54 |
| check-in | 签入 | 58 |
| check-out | 签出 | 57 |
| chief technical officer/CTO | 首席技术官 | 5 |
| chord | 弦 | 322 |
| chord | 弦 | 40 |
| chromaticity | 色度 | 430 |
| circular dependency | 循环依赖 | 27 |
| circular queue | 循环队列 | 702 |
| clamp mode | 截取模式 | 379 |
| class diagram | 类图 | 84 |
| class hierarchy | 类层次结构 | 642 |
| class | 类 | 708 |
| class | 类 | 722 |
| class | 类 | 83 |
| client-on-top-of-server mode | 客户端于服务器之上模式 | 304 |
| client-on-top-of-server | 客户端于服务器之上 | 42 |
| client-server model | 主从式模型 | 304 |
| clipping plane | 剪切平面 | 171 |
| clipping plane | 剪切平面 | 34 |
| clipping | 裁剪 | 411 |
| clock drift | 计时器漂移 | 289 |
| clock variable | 时钟变量 | 289 |
| closed form | 闭合式 | 575 |
| closed form | 闭合式 | 9 |
| closed hashing | 闭合式散列 | 222 |
| closest point query | 最近点查询 | 567 |
| cloth | 布料 | 616 |
| coding convention | 编码约定 | 89 |
| coding standard | 编码标准 | 89 |
| coefficient of friction | 摩擦系数 | 592 |
| coefficient of restitution | 恢复系数 | 588 |
| collection | 集合 | 208 |
| collidable | 可碰撞体 | 545 |
| collinear | 共线 | 134 |
| collision agent | 碰撞代理人 | 559 |
| collision cast | 碰撞投射 | 563 |
| collision contact manifold | 碰撞接触流形 | 613 |
| collision detection system | 碰撞检测系统 | 544 |
| collision detection | 碰撞检测 | 29 |
| collision detection | 碰撞检测 | 38 |
| collision detection | 碰撞检测 | 537 |
| collision filtering | 碰撞过滤 | 567 |
| collision island | 碰撞岛 | 608 |
| collision material | 碰撞材质 | 568 |
| collision middleware | 碰撞中间件 | 542 |
| collision primitive | 碰撞原型 | 548 |
| collision query | 碰撞查询 | 563 |
| collision representation | 碰撞表达形式 | 545 |
| collision response | 碰撞响应 | 569 |
| collision response | 碰撞响应 | 587 |
| collision volume | 碰撞体积 | 48 |
| collision world | 碰撞世界 | 546 |
| collision(hash table) | 碰撞(散列表) | 222 |
| color channel | 颜色通道 | 373 |
| color correction | 颜色校正 | 36 |
| color format | 颜色格式 | 373 |
| color model | 颜色模型 | 373 |
| color space | 颜色空间 | 373 |
| color temperature | 色温 | 371 |
| color-shift | 颜色偏移 | 36 |
| colorization | 着色 | 446 |
| column matrix | 列矩阵 | 140 |
| comma-separated values/CSV | 逗号分隔型取值 | 233 |
| comma-separated values/CSV | 逗号分隔型取值 | 356 |
| command line argument | 命令行参数 | 238 |
| command pattern | 命令模式 | 692 |
| command queue | 命令队列 | 608 |
| command | 命令 | 691 |
| commit | 提交 | 58 |
| common language runtime/CLR | 通用语言运行平台 | 248 |
| compact | 夯实 | 702 |
| compiled language | 编译式语言 | 708 |
| compiler | 编译器 | 61 |
| complex number | 复数 | 156 |
| component-wise product | 分量积 | 129 |
| component | 组件 | 648 |
| component | 组件 | 649 |
| composer | 作曲家 | 6 |
| composite resource | 复合资源 | 260 |
| composite resource | 复合资源 | 270 |
| composition | 合成 | 646 |
| composition | 合成 | 647 |
| composition | 合成 | 723 |
| composition | 合成 | 88 |
| compound shape | 复合形状 | 552 |
| compression | 压缩 | 451 |
| concept artist | 概念艺术家 | 5 |
| Concurrent Version System/CVS | 并发版本管理系统 | 54 |
| conditional breakpoint | 条件断点 | 76 |
| conditional compilation | 条件编译 | 64 |
| configuration space | 位形空间 | 494 |
| conjugate quaternion | 共轭四元数 | 158 |
| console variables/CVAR | 主控台变量 | 236 |
| console | 主控台 | 333 |
| constraint chain | 约束链 | 596 |
| constraint satisfaction | 约束满足 | 38 |
| constraint solver | 约束求解程序 | 600 |
| constraint | 约束 | 167 |
| constraint | 约束 | 527 |
| constraint | 约束 | 569 |
| constraint | 约束 | 594 |
| constructive solid geometry/CSG | 构造实体几何 | 424 |
| constructor | 构造函数 | 274 |
| contact shadow | 接触阴影 | 433 |
| contact | 接触 | 548 |
| container | 容器 | 208 |
| context sensitive control | 上下文相关控制 | 331 |
| continuity | 连续性 | 478 |
| continuous collision detection/CCD | 连续碰撞检测 | 543 |
| continuous collision detection/CCD | 连续碰撞检测 | 561 |
| control ownership | 控制拥有权 | 331 |
| convergence | 收敛性 | 577 |
| convex hull | 凸包 | 48 |
| convex polyhedral region | 凸多面体区域 | 172 |
| convexity | 凸性 | 548 |
| cooperative multitasking | 合作式多任务 | 712 |
| cooperative multitasking | 合作式多任务 | 723 |
| coordinate space | 坐标空间 | 147 |
| copy on write | 写入时复制 | 226 |
| core pose | 核心姿势 | 481 |
| core system | 核心系统 | 32 |
| Cornell box | 康乃尔盒子 | 384 |
| coroutine | 协程 | 712 |
| couple | 力偶 | 599 |
| cover point | 掩护点 | 612 |
| crash report | 崩溃报告 | 336 |
| critical section | 临界区域 | 608 |
| cross product | 叉积 | 135 |
| cross-fade | 淡入/淡出 | 478 |
| cross-fade | 淡入/淡出 | 511 |
| cross-reference | 交叉引用 | 270 |
| cube map | 立方体贴图 | 410 |
| cubic environment map | 立方环境贴图 | 429 |
| cubic spline curve | 三次样条曲线 | 410 |
| culling | 剔除 | 34 |
| cut-scene | 过场动画 | 623 |
| cylindrical coordinate system | 圆柱坐标系 | 126 |
| data breakpoint | 数据断点 | 75 |
| data object | 数据对象 | 270 |
| data pathway communication system | 数据路径通信系统 | 705 |
| data segment | 数据段 | 105 |
| data structure | 数据结构 | 28 |
| data structure | 数据结构 | 32 |
| data-definition language | 数据定义语言 | 707 |
| data-driven architecture | 数据驱动架构 | 10 |
| data-driven event | 数据驱动事件 | 704 |
| data-driven | 数据驱动 | 516 |
| data-driven | 数据驱动 | 626 |
| de-bounce | 去除按钮抖动 | 40 |
| dead zone | 死区 | 319 |
| dead zone | 死区 | 40 |
| deadline | 时限 | 250 |
| deadline | 时限 | 9 |
| deadly diamond | 致命钻石 | 645 |
| debug camera | 调试用摄像机 | 348 |
| debug console | 调试主控台 | 334 |
| debug drawing | 调试绘图 | 337 |
| debugger | 调试器 | 333 |
| debugger | 调试器 | 61 |
| debugging information | 调试信息 | 65 |
| debugging tool | 调试工具 | 37 |
| debugging | 调试 | 71 |
| decal | 贴花 | 35 |
| decal | 贴花 | 439 |
| decimal | 十进制 | 90 |
| declaration | 声明 | 101 |
| declarative language | 声明式语言 | 708 |
| decode | 解码 | 497 |
| dedicated server mode | 专属服务模式 | 304 |
| dedicated server | 专用服务器 | 21 |
| deep-copy | 深度复制 | 701 |
| default value | 默认值 | 661 |
| deferred rendering | 延迟渲染 | 436 |
| definition | 定义 | 101 |
| deformable body | 形变体 | 611 |
| deformable body | 形变体 | 616 |
| defragmentation | 碎片整理 | 203 |
| degree of freedom/DOF | 自由度 | 156 |
| degree of freedom/DOF | 自由度 | 167 |
| degree of freedom/DOF | 自由度 | 570 |
| degree of freedom/DOF | 自由度 | 594 |
| Delaunay triangulation | Delaunay三角剖分 | 486 |
| Delaunay triangulation | Delaunay三角剖分 | 510 |
| delete | 删除 | 60 |
| dependency system | 依赖系统 | 257 |
| depth buffer | 深度缓冲 | 400 |
| depth buffer | 深度缓冲 | 402 |
| depth map | 深度贴图 | 435 |
| depth-of-field blur | 景深模糊 | 446 |
| dereference | 解引用 | 672 |
| dereference | 解引用 | 80 |
| derived class | 派生类 | 84 |
| desaturation | 去饱和度 | 36 |
| desaturation | 去饱和度 | 446 |
| design patten | 设计模式 | 88 |
| destructible object | 可破坏物体 | 611 |
| deterministic | 确定性的 | 180 |
| device driver | 设备驱动程序 | 27 |
| diamond problem | 菱形继承问题 | 85 |
| dictionary | 字典 | 209 |
| dictionary | 字典 | 222 |
| dictionary | 字典 | 264 |
| diff tool | 区别工具 | 80 |
| diff | 区别 | 58 |
| difference clip | 区别片段 | 488 |
| diffract | 衍射 | 372 |
| diffuse color | 漫反射颜色 | 374 |
| diffuse map | 漫反射贴图 | 378 |
| diffuse term | 漫反射项 | 387 |
| diffuse texture | 漫反射纹理 | 48 |
| diffuse | 漫反射 | 372 |
| digital button | 数字式按钮 | 312 |
| digital content creation/DCC | 数字内容创作 | 256 |
| digital content creation/DCC | 数字内容创作 | 258 |
| digital content creation/DCC | 数字内容创作 | 406 |
| digital content creation/DCC | 数字内容创作 | 46 |
| Digital Molecular Matter/DMM | 数字分子物质 | 544 |
| Digital Molecular Matter/DMM | 数字分子物质 | 611 |
| Digital Molecular Matter/DMM | 数字分子物质 | 616 |
| digitize | 数字化 | 313 |
| direct lighting | 直接光照 | 386 |
| direct memory access/DMA | 直接内存访问 | 197 |
| direct memory access/DMA | 直接内存访问 | 514 |
| directed acyclic graph/DAG | 有向非循环图 | 209 |
| directed acyclic graph/DAG | 有向非循环图 | 47 |
| directed graph | 有向图 | 270 |
| directional light | 平行光 | 391 |
| disassembly | 反汇编 | 77 |
| discrete oriented polytope/DOP | 离散定向多胞形 | 550 |
| divide-and-conquer | 分治 | 212 |
| divide-and-conquer | 分治 | 299 |
| dot product test | 点积判定 | 134 |
| dot product | 点积 | 132 |
| double buffering | 双缓冲法 | 399 |
| double dispatch | 双分派 | 559 |
| double-buffered allocator | 双缓冲分配器 | 200 |
| double-ended queue/deque | 双端队列 | 208 |
| double-ended stack allocator | 双端堆栈分配器 | 196 |
| double-ended stack allocator | 双端堆栈分配器 | 267 |
| doubly-linked list | 双向链表 | 216 |
| dual number | 对偶数 | 167 |
| dual quaternion | 对偶四元数 | 167 |
| duck typing | 鸭子类型 | 713 |
| dumb proxy | 哑代理 | 305 |
| duration | 经过时间 | 286 |
| dynamic array | 动态数组 | 208 |
| dynamic array | 动态数组 | 215 |
| dynamic avoidance | 动态回避 | 45 |
| dynamic lighting system | 动态光照系统 | 34 |
| dynamic linked library/DLL | 动态链接库 | 61 |
| dynamic memory allocation | 动态内存分配 | 193 |
| dynamic memory allocation | 动态内存分配 | 702 |
| dynamic tessellation | 动态镶嵌 | 365 |
| dynamics | 动力学 | 537 |
| dynamics | 动力学 | 569 |
| early z-test | 提前z测试 | 411 |
| effect file | 效果文件 | 417 |
| emissive object | 发光物体 | 392 |
| emissive texture map | 放射光贴图 | 392 |
| encapsulation | 封装 | 84 |
| encode | 编码 | 497 |
| end effector | 末端受动器 | 494 |
| end effector | 末端受动器 | 531 |
| endianness | 字节序 | 97 |
| energy | 能量 | 587 |
| engine configuration | 引擎配置 | 234 |
| engineer | 工程师 | 4 |
| entity | 实体 | 623 |
| enumerated value | 枚举值 | 120 |
| environment map | 环境贴图 | 35 |
| environment map | 环境贴图 | 378 |
| environment map | 环境贴图 | 428 |
| environmental rendering effect | 环境渲染效果 | 440 |
| epilogue code | 终解代码 | 79 |
| equilibrium state | 平衡状态 | 593 |
| error detection | 错误检测 | 120 |
| error handling | 错误处理 | 118 |
| error minimization | 误差最小化 | 494 |
| error return code | 错误返回码 | 120 |
| Euler angle | 欧拉角 | 148 |
| Euler angle | 欧拉角 | 164 |
| event argument | 事件参数 | 693 |
| event handler | 事件处理器 | 44 |
| event handler | 事件处理器 | 695 |
| event handling | 事件处理 | 690 |
| event handling | 事件处理 | 695 |
| event priorization | 事件优先次序 | 700 |
| event queuing | 事件排队 | 699 |
| event system | 事件系统 | 44 |
| event trigger | 事件触发器 | 470 |
| event-driven architecture | 事件驱动架构 | 44 |
| event | 事件 | 282 |
| event | 事件 | 321 |
| event | 事件 | 44 |
| event | 事件 | 690 |
| exception | 异常 | 120 |
| exclusive check-out | 独占签出 | 59 |
| exclusive OR/XOR | 异或 | 322 |
| executable and linkable format/ELF | 可执行与可链接格式 | 105 |
| executable file | 可执行文件 | 61 |
| executable image | 可执行映像 | 105 |
| executable image | 可执行映像 | 99 |
| explicit Euler method | 显式欧拉法 | 131 |
| explicit Euler method | 显式欧拉法 | 286 |
| explicit Euler method | 显式欧拉法 | 576 |
| explosion | 爆炸 | 611 |
| exponent | 指数 | 92 |
| exporter | 导出器 | 258 |
| exporter | 导出器 | 258 |
| extensibility | 扩展性 | 258 |
| external reference | 外部引用 | 274 |
| extreme pose | 极端姿势 | 450 |
| extrusive list | 外露式表 | 218 |
| facial animation | 面部动画 | 450 |
| factory pattern | 工厂模式 | 651 |
| fast motion mode | 快动作模式 | 348 |
| field of view | 视野 | 34 |
| field of view | 视野 | 471 |
| fighting game | 格斗游戏 | 15 |
| file scope | 文件作用域 | 106 |
| file section | 文件段 | 270 |
| file system | 文件系统 | 241 |
| filename | 文件名 | 242 |
| finite state machine/FSM | 有限状态机 | 676 |
| finite state machine/FSM | 有限状态机 | 723 |
| first person shooting/FPS | 第一人称射击 | 12 |
| first-party developer | 第一方开发商 | 7 |
| fixed body | 固定刚体 | 604 |
| fixed-function pipeline | 固定功能管道 | 408 |
| fixed-point | 定点 | 91 |
| flat weighted average blend representation | 扁平的加权平均混合表示法 | 505 |
| floating-point | 浮点 | 92 |
| fluid dynamics simulation | 流体动力学模拟 | 616 |
| focal point | 焦点 | 150 |
| font | 字体 | 225 |
| font | 字体 | 443 |
| foot sliding | 滑步 | 532 |
| force-feedback | 力反馈 | 317 |
| force-feedback | 力反馈 | 9 |
| force | 力 | 572 |
| force | 力 | 598 |
| foreground modeler | 前景建模师 | 5 |
| fork | 分叉 | 299 |
| fork | 分叉 | 608 |
| forward kinematics/FK | 正向运动学 | 494 |
| fractal subdivision | 分形细分 | 410 |
| fragment shader | 片段着色器 | 409 |
| fragment | 片段 | 400 |
| frame buffer | 帧缓冲 | 399 |
| frame of reference | 参考系 | 454 |
| frame per second/FPS | 每秒帧数 | 285 |
| frame rate | 帧率 | 285 |
| frame time | 帧时间 | 285 |
| frame-rate governing | 帧率调控 | 287 |
| frame | 帧 | 447 |
| frame | 帧 | 461 |
| framework | 框架 | 281 |
| free list | 自由列表 | 196 |
| free store | 自由存储 | 109 |
| free-form property | 自由格式属性 | 632 |
| friction | 摩擦力 | 591 |
| friend | 友元 | 210 |
| front end | 前端 | 36 |
| frozen transition | 冻结过渡 | 479 |
| frustum culling | 平截头体剔除 | 418 |
| frustum | 平截头体 | 171 |
| frustum | 平截头体 | 395 |
| full-motion video/FMV | 全动视频 | 36 |
| full-motion video/FMV | 全动视频 | 459 |
| full-motion video/FMV | 全动视频 | 623 |
| full-motion video/FMV | 全动视频 | 730 |
| full-screen antialiasing/FSAA | 全屏抗锯齿 | 35 |
| full-screen antialiasing/FSAA | 全屏抗锯齿 | 401 |
| full-screen post effect | 全屏后期处理效果 | 35 |
| full-screen post effect | 全屏后期处理效果 | 446 |
| function call stack | 函数调用堆栈 | 716 |
| function-level linking | 函数级链接 | 100 |
| function-level linking | 函数级链接 | 207 |
| function | 函数 | 708 |
| functional language | 函数式语言 | 708 |
| fur shell | 皮毛外壳 | 384 |
| game asset | 游戏资产 | 46 |
| game designer | 游戏设计师 | 6 |
| game development team | 游戏开发团队 | 4 |
| game director | 游戏总监 | 6 |
| game engine | 游戏引擎 | 10 |
| game engine | 游戏引擎 | 22 |
| game genre | 游戏类型 | 11 |
| game genre | 游戏类型 | 730 |
| game loop | 游戏循环 | 278 |
| game loop | 游戏循环 | 9 |
| game object model | 游戏对象模型 | 43 |
| game object model | 游戏对象模型 | 625 |
| game object query | 游戏对象查询 | 675 |
| game object update | 游戏对象更新 | 676 |
| game object | 游戏对象 | 623 |
| game theory | 博弈论 | 7 |
| game timeline | 游戏时间线 | 283 |
| game world data | 游戏世界数据 | 50 |
| game world editor | 游戏世界编辑器 | 627 |
| game world loading | 游戏世界加载 | 663 |
| game world streaming | 游戏世界串流 | 665 |
| game world | 游戏世界 | 43 |
| game world | 游戏世界 | 619 |
| game-driven body | 游戏驱动刚体 | 603 |
| game | 游戏 | 7 |
| gameplay foundation layer | 游戏性基础层 | 43 |
| gameplay foundation system | 游戏性基础系统 | 42 |
| gameplay foundation system | 游戏性基础系统 | 637 |
| gameplay representation | 游戏性表达形式 | 545 |
| gameplay system | 游戏性系统 | 619 |
| gameplay system | 游戏性系统 | 730 |
| gameplay | 游戏性 | 42 |
| gameplay | 游戏性 | 5 |
| gamma correction | 伽马校正 | 444 |
| gamma responsive curve | 伽马响应曲线 | 444 |
| Gang of Four/GoF | 四人组 | 692 |
| Gang of Four/GoF | 四人组 | 88 |
| Gaussian elimination | 高斯消去法 | 141 |
| generalist | 通才 | 5 |
| generic programming | 泛型编程 | 29 |
| geometric primitive | 几何图元 | 33 |
| geometric primitive | 几何图元 | 34 |
| geometric primitive | 几何图元 | 383 |
| geometry buffer/G-buffer | 几何缓冲 | 437 |
| geometry shader | 几何着色器 | 409 |
| geometry shader | 几何着色器 | 410 |
| geometry sorting | 几何排序 | 422 |
| gesture detection | 手势检测 | 323 |
| gesture detection | 手势检测 | 41 |
| gesture interface | 姿势界面 | 318 |
| gimbal lock | 万向节死锁 | 165 |
| gimbal lock | 万向节死锁 | 584 |
| GJK algorithm | GJK算法 | 556 |
| global illumination model | 全局光照模型 | 386 |
| global illumination/GI | 全局光照 | 430 |
| global pose | 全局姿势 | 457 |
| global timeline | 全局时间线 | 283 |
| global timeline | 全局时间线 | 463 |
| globally unique identifier/GUID | 全局唯一标识符 | 227 |
| globally unique identifier/GUID | 全局唯一标识符 | 263 |
| globally unique identifier/GUID | 全局唯一标识符 | 271 |
| globally unique identifier/GUID | 全局唯一标识符 | 44 |
| gloss map | 光泽贴图 | 378 |
| gloss map | 光泽贴图 | 428 |
| glyph | 字形 | 443 |
| GNU diff tools package | GNU区别工具包 | 80 |
| GNU General Public License/GPL | GNU通用公共许可证 | 25 |
| GNU General Public License/GPL | GNU通用公共许可证 | 54 |
| GNU Lesser General Public License/LGPL | GNU宽通公共许可证 | 25 |
| goal-based game | 基于目标的游戏 | 540 |
| gold master | 母片 | 67 |
| Gouraud shading | 高氏着色法 | 376 |
| GPU command list | GPU命令表 | 421 |
| GPU pipeline | GPU管道 | 409 |
| graph | 图 | 209 |
| graph | 图 | 84 |
| graphical shading language | 图形化着色语言 | 406 |
| graphical user interface/GUI | 图形用户界面 | 255 |
| graphical user interface/GUI | 图形用户界面 | 25 |
| graphical user interface/GUI | 图形用户界面 | 277 |
| graphical user interface/GUI | 图形用户界面 | 282 |
| graphical user interface/GUI | 图形用户界面 | 36 |
| graphical user interface/GUI | 图形用户界面 | 443 |
| graphical user interface/GUI | 图形用户界面 | 9 |
| graphics device interface | 图形设备接口 | 33 |
| Graphics Processing Unit/GPU | 图形处理器 | 408 |
| graphics | 图形 | 29 |
| Grassmann product | 格拉斯曼积 | 157 |
| gravity | 引力 | 598 |
| great circle | 大圆 | 163 |
| grenade | 手榴弹 | 610 |
| GUI-based programming | 视觉化编程 | 706 |
| Hadamard product | 阿达马积 | 129 |
| Hadamard product | 阿达马积 | 413 |
| hair | 头发 | 616 |
| half-space | 半空间 | 424 |
| handedness | 利手 | 127 |
| handle | 句柄 | 672 |
| handle | 句柄 | 720 |
| hard real-time system | 硬实时系统 | 9 |
| hardware state | 硬件状态 | 420 |
| hardware transform and lighting/hardware T & L | 硬件变换及光照 | 409 |
| hash function | 散列函数 | 223 |
| hash table | 散列表 | 209 |
| hash table | 散列表 | 222 |
| hashed string identifier | 字符串散列标识符 | 227 |
| hasing | 散列法 | 223 |
| header file | 头文件 | 61 |
| heads-up display/HUD | 平视显示器 | 11 |
| heads-up display/HUD | 平视显示器 | 233 |
| heads-up display/HUD | 平视显示器 | 25 |
| heads-up display/HUD | 平视显示器 | 36 |
| heads-up display/HUD | 平视显示器 | 438 |
| heap allocator | 堆分配器 | 193 |
| heap memory | 堆内存 | 109 |
| height field terrain | 高度场地形 | 19 |
| height field terrain | 高度场地形 | 441 |
| height map | 高度贴图 | 427 |
| Hertz/Hz | 赫兹 | 285 |
| Hessian normal form | 海赛正规式 | 170 |
| hex editor | 十六进制编辑器 | 80 |
| hexadecimal | 十六进制 | 90 |
| high dynamic range/HDR lighting | 高动态范围光照 | 35 |
| high dynamic range/HDR lighting | 高动态范围光照 | 430 |
| high dynamic range/HDR | 高动态范围 | 373 |
| high-level game flow | 高级游戏流程 | 622 |
| high-level shading language/HLSL | 高级着色语言 | 413 |
| high-resolution timer | 高分辨率计时器 | 288 |
| hinge constraint | 铰链约束 | 595 |
| homogeneous clip space | 齐次裁剪空间 | 172 |
| homogeneous clip space | 齐次裁剪空间 | 396 |
| homogeneous coordinates | 齐次坐标 | 142 |
| homogeneous coordinates | 齐次坐标 | 170 |
| homogeneous coordinates | 齐次坐标 | 397 |
| hook function | 钩子函数 | 714 |
| human interface device/HID | 人体学接口设备 | 309 |
| human interface device/HID | 人体学接口设备 | 40 |
| hybrid build | 混合生成版本 | 66 |
| hypersphere | 超球 | 163 |
| identity matrix | 单位矩阵 | 141 |
| image-based lighting | 基于图像的光照 | 378 |
| image-based lighting | 基于图像的光照 | 426 |
| imaging rectangle | 成像矩形 | 392 |
| imperative language | 命令式语言 | 708 |
| impulse | 冲量 | 588 |
| impulse | 冲量 | 599 |
| in-game cinematics/IGC | 游戏内置电影 | 36 |
| in-game cinematics/IGC | 游戏内置电影 | 459 |
| in-game cinematics/IGC | 游戏内置电影 | 623 |
| in-game console | 游戏内置主控台 | 347 |
| in-game menu setting | 游戏内置菜单设置 | 237 |
| in-game menu | 游戏内置菜单 | 344 |
| in-game profiling | 游戏内置性能剖析 | 349 |
| independent variable | 自变量 | 574 |
| independent variable | 自变量 | 9 |
| index array | 索引数组 | 367 |
| index buffer | 索引缓冲 | 266 |
| index buffer | 索引缓冲 | 367 |
| indexed triangle list | 索引化三角形表 | 367 |
| indirect lighting | 间接光照 | 386 |
| inertia tensor | 惯性张量 | 583 |
| inheritance | 继承 | 642 |
| inheritance | 继承 | 722 |
| inheritance | 继承 | 84 |
| inline assembly | 内联汇编 | 175 |
| inline function | 内联函数 | 103 |
| inline function | 内联函数 | 207 |
| inline function | 内联函数 | 65 |
| inner product | 内积 | 132 |
| input event detection | 输入事件检测 | 321 |
| input re-mapping | 输入重新映射 | 330 |
| instance | 实例 | 83 |
| instruction cache/I-cache | 指令缓存 | 206 |
| instrumental profiler | 测控式剖析器 | 79 |
| instrumentation | 测控 | 353 |
| integrated development environment/IDE | 集成开发环境 | 61 |
| intensity | 强度 | 371 |
| intensity | 强度 | 430 |
| interest registration | 关注登记 | 698 |
| interface(Optics) | 界面(光学) | 372 |
| interference | 干涉 | 372 |
| internationalization | 国际化 | 225 |
| interpenetrate | 互相穿插 | 544 |
| interpreted language | 直译式语言 | 708 |
| interrupt service routine/ISR | 中断服务程序 | 311 |
| interrupt | 中断 | 311 |
| interrupt | 中断 | 75 |
| intersection | 相交 | 547 |
| intrinsic | 内部函数 | 175 |
| intrinsic | 内部函数 | 416 |
| intrusive list | 侵入式表 | 218 |
| inverse kinematics/IK | 逆运动学 | 494 |
| inverse kinematics/IK | 逆运动学 | 531 |
| inverse kinematics/IK | 逆运动学 | 534 |
| inverse matrix | 逆矩阵 | 141 |
| inverse quaternion | 逆四元数 | 158 |
| isotropic matrix | 各向同性矩阵 | 139 |
| iterator | 迭代器 | 209 |
| iterator | 迭代器 | 88 |
| job model | 作业模型 | 301 |
| job model | 作业模型 | 608 |
| join | 汇合 | 299 |
| join | 汇合 | 608 |
| joint binding | 关节绑定 | 471 |
| joint index | 关节索引 | 453 |
| joint index | 关节索引 | 49 |
| Joint Photographic Experts Group/JPEG | 联合图像专家小组 | 262 |
| joint scaling | 关节缩放 | 456 |
| joint weight | 关节权重 | 49 |
| joint | 关节 | 450 |
| joint | 关节 | 452 |
| kd tree | kd树 | 35 |
| kd tree | kd树 | 424 |
| kerning | 字距调整 | 444 |
| key frame | 关键帧 | 460 |
| key pose | 关键姿势 | 460 |
| key-value pair | 键值对 | 209 |
| key-value pair | 键值对 | 264 |
| key-value pair | 键值对 | 694 |
| kinetic energy | 动能 | 587 |
| late binding | 后期绑定 | 690 |
| latency | 潜伏期 | 404 |
| latent function | latent函数 | 711 |
| layer | 图层 | 630 |
| layered architecture | 分层架构 | 33 |
| lead engineer | 首席工程师 | 5 |
| least significant byte/LSB | 最低有效字节 | 96 |
| left-hand rule | 左手法则 | 136 |
| left-handed coordinate system | 左手坐标系 | 127 |
| legacy asset | 遗留资产 | 259 |
| lens flare | 镜头光晕 | 392 |
| level load region | 关卡加载区域 | 665 |
| level-of-detail/LOD | 细节层次 | 11 |
| level-of-detail/LOD | 细节层次 | 365 |
| level-of-detail/LOD | 细节层次 | 441 |
| level | 关卡 | 622 |
| lexical scope | 词法作用域 | 106 |
| library | 程序库 | 281 |
| library | 程序库 | 61 |
| light emitting diode/LED | 发光二极管 | 316 |
| light map | 光照贴图 | 35 |
| light map | 光照贴图 | 390 |
| light map | 光照贴图 | 408 |
| light map | 光照贴图 | 621 |
| light source | 光源 | 390 |
| light source | 光源 | 632 |
| light space | 光源空间 | 433 |
| light transport model | 光传输模型 | 362 |
| light transport model | 光传输模型 | 386 |
| light | 光 | 371 |
| lighting artist | 灯光师 | 5 |
| lighting | 光照 | 384 |
| line of sight | 视线 | 337 |
| line of sight | 视线 | 45 |
| line segment | 线段 | 168 |
| line | 直线 | 168 |
| linear acceleration | 线性加速度 | 572 |
| linear alegbra | 线性代数 | 125 |
| linear congruential generator/LCG | 线性同余产生器 | 180 |
| linear dynamics | 线性动力学 | 570 |
| linear dynamics | 线性动力学 | 572 |
| linear interpolation/LERP blending | 线性插值混合 | 476 |
| linear interpolation/LERP | 线性插值 | 138 |
| linear interpolation/LERP | 线性插值 | 162 |
| linear interpolation/LERP | 线性插值 | 376 |
| linear interpolation/LERP | 线性插值 | 450 |
| linear momentum | 线性动量 | 572 |
| linear probing | 线性探查 | 225 |
| linear search | 线性搜寻 | 211 |
| linear velocity | 线性速度 | 572 |
| linkage | 链接规范 | 103 |
| linked list | 链表 | 208 |
| linked list | 链表 | 216 |
| linker | 链接器 | 61 |
| little-endian | 小端 | 96 |
| load-and-stay-resident/LSR resource | 载入并驻留资源 | 264 |
| load-and-stay-resident/LSR resource | 载入并驻留资源 | 663 |
| local illumination model | 局部光照模型 | 386 |
| local pose | 局部姿势 | 455 |
| local space | 局部空间 | 147 |
| local space | 局部空间 | 369 |
| local timeline | 局部时间线 | 283 |
| local timeline | 局部时间线 | 459 |
| local variable | 局部变量 | 107 |
| localization | 本地化 | 225 |
| localization | 本地化 | 230 |
| locator spawner | 定位器生成器 | 660 |
| locator | 定位器 | 470 |
| locator | 定位器 | 529 |
| locomotion cycle | 运动周期 | 532 |
| log | 日志 | 333 |
| lookup table/LUT | 查找表 | 378 |
| looping animation | 循环动画 | 448 |
| looping animation | 循环动画 | 462 |
| lossy compression | 有损压缩 | 497 |
| Low Overhead Profiler/LOP | 低开销剖析器 | 79 |
| low pass filter | 低通滤波器 | 319 |
| low-level renderer | 低阶渲染器 | 33 |
| LU decomposition | LU分解 | 141 |
| macro | 宏 | 64 |
| macro | 宏 | 68 |
| magnitude (integer) | 模 | 91 |
| magnitude (vector) | 模 | 130 |
| main RAM | 主内存 | 266 |
| mantissa | 尾数 | 92 |
| map | 地图 | 622 |
| map | 映射 | 209 |
| markup language | 置标语言 | 708 |
| mask | 掩码 | 197 |
| massively multiplayer online game/MMOG | 大型多人在线游戏 | 20 |
| massively multiplayer online game/MMOG | 大型多人在线游戏 | 42 |
| master thread | 主控线程 | 300 |
| material system | 材质系统 | 34 |
| material | 材质 | 383 |
| material | 材质 | 48 |
| math library | 数学库 | 32 |
| matrix concatenation | 矩阵串接 | 140 |
| matrix multiplication | 矩阵乘法 | 139 |
| matrix palette | 矩阵调色板 | 39 |
| matrix palette | 矩阵调色板 | 474 |
| matrix | 矩阵 | 139 |
| mechanics | 力学 | 569 |
| mechnical viscous damper | 机械黏滞阻尼器 | 574 |
| medium | 介质 | 372 |
| member variable | 成员变量 | 109 |
| memory access pattern | 内存访问模式 | 193 |
| memory allocation hook | 内存分配钩子 | 357 |
| memory allocation pattern | 内存分配模式 | 29 |
| memory analysis tool | 内存分析工具 | 37 |
| memory corruption | 内存损坏 | 79 |
| memory fragmentation | 内存碎片 | 201 |
| memory layout | 内存布局 | 105 |
| memory layout | 内存布局 | 111 |
| memory leak | 内存泄漏 | 356 |
| memory leak | 内存泄漏 | 79 |
| memory management | 内存管理 | 193 |
| memory management | 内存管理 | 266 |
| memory management | 内存管理 | 32 |
| memory management | 内存管理 | 666 |
| memory management | 内存管理 | 667 |
| memory relocation | 内存重定位 | 668 |
| memory tracking tool | 内存追踪工具 | 356 |
| memory usage | 内存用量 | 260 |
| merge stage | 合并阶段 | 412 |
| merge | 合并 | 59 |
| Mersenne Twister/MT | 梅森旋转算法 | 180 |
| mesh instance | 网格实例 | 370 |
| mesh | 网格 | 48 |
| mesh | 网格 | 48 |
| message map | 消息映射 | 696 |
| message pump | 消息泵 | 280 |
| message pump | 消息泵 | 34 |
| message pump | 消息泵 | 690 |
| message-passing system | 消息传递系统 | 704 |
| message | 消息 | 44 |
| message | 消息 | 691 |
| meta-information | 元信息 | 198 |
| metachannel | 元通道 | 470 |
| metadata | 元数据 | 253 |
| method table (Python) | 方法表 | 716 |
| mid-point Euler | 中点欧拉 | 578 |
| middleware | 中间件 | 28 |
| Minkowski difference | 闵可夫斯基差 | 557 |
| Minkowski sum | 闵可夫斯基和 | 130 |
| mip level | 渐远纹理级数 | 382 |
| mipmap | 多级渐远纹理 | 381 |
| mirror mode | 镜像模式 | 379 |
| mix-in class | 嵌入类 | 646 |
| mix-in class | 嵌入类 | 85 |
| mod society | mod社区 | 10 |
| mod society | mod社区 | 710 |
| model space | 模型空间 | 147 |
| model space | 模型空间 | 369 |
| model-to-world matrix | 模型至世界矩阵 | 370 |
| model-to-world matrix | 模型至世界矩阵 | 393 |
| model-view matrix | 模型观察矩阵 | 394 |
| model | 建模 | 8 |
| moiré banding pattern | 莫列波纹 | 381 |
| moment of inertia | 转动惯量 | 581 |
| monolithic class hierarchy | 单一庞大的类层次结构 | 642 |
| Moore's Law | 摩尔定律 | 296 |
| morph target animation | 变形目标动画 | 39 |
| morph target animation | 变形目标动画 | 449 |
| most significant bit/MSB | 最高有效位 | 91 |
| most significant byte/MSB | 最高有效字节 | 96 |
| mother of all pseudo-random number generator | 所有伪随机数产生器之母 | 181 |
| motion blur | 动态模糊 | 446 |
| motion capture actor | 动画捕捉演员 | 6 |
| motion extration | 动作提取 | 532 |
| movie capture | 录像 | 349 |
| movie player | 影片播放器 | 730 |
| moving average | 移动平均 | 320 |
| multi-byte value | 多字节值 | 96 |
| multibyte character set/MBCS | 多字节字符集 | 231 |
| multicast | 多播 | 698 |
| multimedia extension/MMX | 多媒体扩展 | 173 |
| multiplayer networking | 多人网络 | 730 |
| multiple check-out | 多人签出 | 59 |
| multiple inheritance/MI | 多重继承 | 645 |
| multiple inheritance/MI | 多重继承 | 84 |
| multiprocessor | 多处理器 | 296 |
| multisample antialiasing/MSAA | 多重采样抗锯齿 | 401 |
| multithreaded script | 多线程脚本 | 723 |
| mutex | 互斥锁 | 608 |
| native class | 原生类 | 710 |
| natural number | 自然数 | 90 |
| navigation | 导航 | 630 |
| nearest neighbor | 最近邻 | 383 |
| network replication | 网络复制 | 711 |
| networked multiplayer game loop | 网络多人游戏循环 | 304 |
| networked multiplayer | 网络多人 | 42 |
| networking | 网络 | 41 |
| Newton's law of restitution | 牛顿恢复定律 | 588 |
| Newton's laws of motion | 牛顿运动定律 | 569 |
| Newton(unit) | 牛顿(单位) | 573 |
| non-player character/NPC | 非玩家角色 | 43 |
| non-player character/NPC | 非玩家角色 | 45 |
| noninteractive sequence/NIS | 非交互连续镜头 | 459 |
| noninterative sequence/NIS | 非交互连续镜头 | 623 |
| nonuniform rational B-spline/NURBS | 非均匀有理B样条 | 363 |
| nonuniform scaling | 非统一缩放 | 129 |
| normal map | 法线贴图 | 378 |
| normal map | 法线贴图 | 426 |
| normal map | 法线贴图 | 48 |
| normal vector | 法矢量 | 132 |
| normal vector | 法矢量 | 154 |
| normalization | 归一化 | 132 |
| normalized screen coordinates | 归一化屏幕坐标 | 443 |
| normalized time | 归一化时间 | 462 |
| normed division algebra | 赋范可除代数 | 156 |
| numeric base | 数值底数 | 90 |
| numeric representation | 数值表达形式 | 90 |
| numerical integration | 数值积分 | 285 |
| numerical integration | 数值积分 | 575 |
| numerical method | 数值方法 | 577 |
| numerical | 数值式 | 9 |
| object oriented programming/OOP | 面向对象编程 | 83 |
| object reference | 对象引用 | 670 |
| object space | 物体空间 | 147 |
| object space | 物体空间 | 369 |
| object spawning | 对象生成 | 666 |
| object state caching | 对象状态缓存 | 687 |
| object-based language | 基于对象语言 | 8 |
| object-centric | 以对象为中心 | 640 |
| object-oriented language | 面向对象语言 | 708 |
| object-oriented language | 面向对象语言 | 8 |
| object-oriented scripting language | 面向对象脚本语言 | 722 |
| object | 对象 | 83 |
| objective | 目标 | 622 |
| occlusion culling | 遮挡剔除 | 11 |
| occlusion culling | 遮挡剔除 | 35 |
| occlusion culling | 遮挡剔除 | 418 |
| occlusion volume | 遮挡体积 | 420 |
| occlusion | 遮挡 | 402 |
| octree | 八叉树 | 35 |
| octree | 八叉树 | 423 |
| octree | 八叉树 | 562 |
| omni-directional light | 全向光 | 391 |
| one-dimensional LERP blending | 一维线性插值混合 | 483 |
| online multiplayer | 在线多人 | 41 |
| online user profile | 线上用户设定档 | 235 |
| opacity | 不透明度 | 363 |
| opacity | 不透明度 | 373 |
| opaque | 不透明的 | 363 |
| Open Dynamics Engine/ODE | 开放动力学引擎 | 30 |
| Open Dynamics Engine/ODE | 开放动力学引擎 | 38 |
| Open Dynamics Engine/ODE | 开放动力学引擎 | 542 |
| open hashing | 开放式散列 | 222 |
| open source | 开源 | 25 |
| OpenGL shading language/GLSL | OpenGL着色语言 | 413 |
| operating system/OS | 操作系统 | 28 |
| optimization | 优化 | 65 |
| order | 阶数 | 577 |
| ordinary differential equation/ODE | 常微分方程 | 574 |
| oriented bounding box/OBB | 定向包围盒 | 171 |
| oriented bounding box/OBB | 定向包围盒 | 550 |
| origin | 原点 | 128 |
| orthographic projection | 正射投影 | 19 |
| orthographic projection | 正射投影 | 36 |
| orthographic projection | 正射投影 | 394 |
| orthographic projection | 正射投影 | 398 |
| orthonormal matrix | 标准正交矩阵 | 139 |
| out of memory | 内存不足 | 202 |
| out of memory | 内存不足 | 337 |
| out of memory | 内存不足 | 357 |
| out of memory | 内存不足 | 666 |
| out of memory | 内存不足 | 667 |
| out of memory | 内存不足 | 79 |
| outer product | 外积 | 135 |
| overdraw | 覆绘 | 422 |
| overlay | 覆盖层 | 25 |
| overlay | 覆盖层 | 443 |
| package | 包 | 262 |
| packing | 包裹 | 112 |
| padding | 填充 | 175 |
| painter's algorithm | 画家算法 | 402 |
| parallax mapping | 视差贴图法 | 427 |
| parallax occlusion mapping/POM | 视差遮挡贴图法 | 427 |
| parallel processing | 并行处理 | 296 |
| parallelism | 并行 | 688 |
| parallelization | 并行化 | 404 |
| parametric equation | 参数方程 | 168 |
| Pareto principle | 帕累托法则 | 78 |
| partial-skeleton blending | 骨骼分部混合 | 487 |
| particle effect | 粒子效果 | 438 |
| particle emitter | 粒子发射器 | 632 |
| particle system data | 粒子系统数据 | 50 |
| particle system | 粒子系统 | 35 |
| particle system | 粒子系统 | 438 |
| patch | 补丁 | 54 |
| patch | 面片 | 363 |
| path finding | 路径搜寻 | 45 |
| path finding | 路径搜寻 | 731 |
| path node | 路径节点 | 45 |
| path separator | 路径分隔符 | 242 |
| path | 路径 | 242 |
| peer-to-peer | 点对点 | 21 |
| peer-to-peer | 点对点 | 305 |
| penalty force | 惩罚性力 | 590 |
| penumbra | 半影 | 392 |
| penumbra | 半影 | 431 |
| per-pixel lighting | 逐像素光照 | 374 |
| per-vertex animation | 每顶点动画 | 39 |
| per-vertex animation | 每顶点动画 | 449 |
| perception system | 感知系统 | 731 |
| perception | 感知 | 372 |
| perception | 感知 | 45 |
| perfectly elastic collision | 完全弹性碰撞 | 588 |
| perfectly inelastic collision | 完全非弹性碰撞 | 588 |
| persistence | 持久性 | 692 |
| persistent world | 持久世界 | 20 |
| persistent world | 持久世界 | 42 |
| perspective foreshortening | 透视收缩 | 394 |
| perspective projection | 透视投影 | 394 |
| perspective projection | 透视投影 | 396 |
| perspective-correct interpolation | 透视校正插值 | 398 |
| phase | 相位 | 462 |
| phased update | 分阶段更新 | 682 |
| Phong reflection model | Phong氏反射模型 | 387 |
| Physics Abstraction Layer/PAL | 物理抽象层 | 544 |
| physics engine | 物理引擎 | 537 |
| physics middleware | 物理中间件 | 542 |
| physics puzzle game | 物理解谜游戏 | 539 |
| physics system | 物理系统 | 38 |
| physics world | 物理世界 | 546 |
| physics-driven body | 物理驱动刚体 | 602 |
| picture element/pixel | 像素 | 361 |
| piecewise linear approximation | 分段线性逼近 | 364 |
| pitch | 俯仰角 | 148 |
| pivotal movement | 轴转移动 | 482 |
| pixel shader | 像素着色器 | 34 |
| pixel shader | 像素着色器 | 409 |
| pixel shader | 像素着色器 | 412 |
| plain old data structure/PODS | POD结构 | 274 |
| plane lamina | 平面薄片 | 580 |
| plane | 平面 | 132 |
| plane | 平面 | 170 |
| platform independence layer | 平台独立层 | 31 |
| platformer | 平台游戏 | 13 |
| playback rate | 播放速率 | 463 |
| player character/PC | 玩家角色 | 43 |
| player mechanics | 玩家机制 | 42 |
| player prediction | 玩家预测 | 304 |
| point light | 点光 | 391 |
| point-normal form | 点法式 | 395 |
| point-to-point constraint | 点对点约束 | 594 |
| point | 点 | 126 |
| pointer fix-up table | 指针修正表 | 271 |
| pointer | 指针 | 670 |
| polarization | 极化 | 372 |
| poll | 轮询 | 311 |
| polygon soup | 多边形汤 | 551 |
| polymorphism | 多态 | 642 |
| polymorphism | 多态 | 713 |
| polymorphism | 多态 | 86 |
| pool allocator | 池分配器 | 196 |
| pool allocator | 池分配器 | 268 |
| pool allocator | 池分配器 | 667 |
| pool allocator | 池分配器 | 702 |
| Portable Network Graphics/PNG | 便携式网络图形 | 262 |
| Portable Network Graphics/PNG | 便携式网络图形 | 380 |
| portal | 入口 | 13 |
| portal | 入口 | 35 |
| portal | 入口 | 419 |
| pose interpolation | 姿势插值 | 460 |
| pose | 姿势 | 454 |
| position spawner | 位置生成器 | 660 |
| position vector | 位置矢量 | 128 |
| position vector | 位置矢量 | 374 |
| position vector | 位置矢量 | 571 |
| positive rotation | 正旋 | 137 |
| post-load initialization | 载入后初始化 | 275 |
| post-transform vertex cache | 变换后顶点缓存 | 414 |
| postincrement | 后置递增 | 210 |
| potential energy | 势能 | 587 |
| potentially visible set/PVS | 潜在可见集 | 418 |
| powered constraint | 富动力约束 | 597 |
| precomputed radiance transfer/PRT | 预计算辐射传输 | 408 |
| precomputed radiance transfer/PRT | 预计算辐射传输 | 436 |
| predictability | 可预测性 | 540 |
| preemptive multitasking | 抢占式多任务 | 28 |
| preemptive multitasking | 抢占式多任务 | 723 |
| preincrement | 前置递增 | 210 |
| preprocessor | 预处理器 | 61 |
| primitive submission | 提交图元 | 420 |
| print statement | 打印语句 | 333 |
| print statement | 打印语句 | 37 |
| priority queue | 优先队列 | 208 |
| priority | 优先权 | 251 |
| prismatic constraint | 滑移铰 | 596 |
| procedural animation | 程序式动画 | 409 |
| procedural animation | 程序式动画 | 493 |
| procedural animation | 程序式动画 | 597 |
| procedural language | 过程式语言 | 708 |
| procedure | 程序 | 708 |
| process | 行程 | 304 |
| producer | 制作人 | 6 |
| profile sampling | 剖析采样 | 355 |
| profiler | 剖析器 | 78 |
| profiling tool | 剖析工具 | 37 |
| program stack | 程序堆栈 | 107 |
| programmable shader | 可编程着色器 | 413 |
| programmer error | 程序员错误 | 118 |
| progressive mesh | 渐进网格 | 365 |
| project file | 项目文件 | 62 |
| projectile | 抛射物 | 43 |
| projectile | 抛射物 | 575 |
| projectile | 抛射物 | 610 |
| projection | 投影 | 394 |
| prologue code | 初构代码 | 79 |
| property class | 属性类 | 653 |
| property grid | 属性网格 | 631 |
| property-centric | 以属性为中心 | 652 |
| pseudo-random | 伪随机 | 180 |
| publisher | 发行商 | 7 |
| pulley | 滑轮 | 596 |
| pure component model | 纯组件模型 | 651 |
| pure virtual function | 纯虚函数 | 115 |
| Pythagorean theorem | 勾股定理 | 130 |
| quadrant | 象限 | 327 |
| quadrant | 象限 | 423 |
| quadratic probing | 二次探查 | 225 |
| quadrilateral/quad | 四边形 | 365 |
| quadtree | 四叉树 | 35 |
| quadtree | 四叉树 | 423 |
| Quake Engine | 雷神之锤引擎 | 22 |
| quantization | 量化 | 496 |
| quantization | 量化 | 93 |
| quantum effect | 量子效应 | 569 |
| quaternion concatenation | 四元数串接 | 159 |
| quaternion multiplication | 四元数乘法 | 157 |
| quaternion | 四元数 | 156 |
| quaternion | 四元数 | 166 |
| quaternion | 四元数 | 586 |
| queue | 队列 | 208 |
| quick time event/QTE | 快速反应事件 | 459 |
| race condition | 竞态条件 | 607 |
| race condition | 竞态条件 | 703 |
| racing game | 竞速游戏 | 17 |
| radiosity | 辐射度算法 | 386 |
| radius vector | 矢径 | 128 |
| radius vector | 矢径 | 571 |
| ragdoll | 布娃娃 | 40 |
| ragdoll | 布娃娃 | 495 |
| ragdoll | 布娃娃 | 597 |
| ragdoll | 布娃娃 | 614 |
| random number | 随机数 | 180 |
| rapid iteration | 快速迭代 | 516 |
| rapid iteration | 快速迭代 | 633 |
| rapid prototype | 迅速原型 | 406 |
| raster operations stage/ROP | 光栅运算阶段 | 412 |
| rasterization | 光栅化 | 400 |
| ray cast | 光线投射 | 302 |
| ray cast | 光线投射 | 563 |
| ray tracing | 光线追踪 | 386 |
| ray | 光线 | 168 |
| re-entrant | 可重入 | 704 |
| read only data segment | 只读数据段 | 106 |
| real timeline | 真实时间线 | 283 |
| real-time strategy/RTS | 实时策略游戏 | 18 |
| real-time system | 实时系统 | 251 |
| real-time | 实时 | 676 |
| rebasing(Git) | 衍合 | 54 |
| red-black tree | 红黑树 | 208 |
| reference counting | 引用计数 | 671 |
| reference pose | 参考姿势 | 454 |
| referential integrity | 引用完整性 | 260 |
| referential integrity | 引用完整性 | 270 |
| reflect | 反射 | 372 |
| reflection | 反射 | 639 |
| reflection | 反射 | 659 |
| reflection | 镜像 | 434 |
| reflective language | 反射式语言 | 709 |
| refract | 折射 | 372 |
| region | 区域 | 633 |
| register | 寄存器 | 107 |
| register | 寄存器 | 65 |
| register | 寄存器 | 716 |
| relational database | 关联式数据库 | 253 |
| relationship graph | 关系图 | 696 |
| relative axis | 相对性轴 | 314 |
| relative path | 相对路径 | 244 |
| relative screen coordinates | 屏幕相对坐标 | 443 |
| relativistic effect | 相对论性效应 | 569 |
| relocation | 重定位 | 203 |
| render loop | 渲染循环 | 277 |
| render packet | 渲染包 | 383 |
| render state leak | 渲染状态泄漏 | 421 |
| render state | 渲染状态 | 420 |
| render target | 渲染目标 | 400 |
| render to texture/RTT | 渲染到纹理 | 415 |
| rendering engine | 渲染引擎 | 33 |
| rendering engine | 渲染引擎 | 361 |
| rendering pipeline | 渲染管道 | 404 |
| repository | 版本库 | 53 |
| resolution | 分辨率 | 396 |
| resource build rule | 资源生成规则 | 259 |
| resource chunk allocator | 资源组块分配器 | 269 |
| resource compiler | 资源编译器 | 259 |
| resource conditioning pipeline/RCP | 资源调节管道 | 258 |
| resource database | 资源数据库 | 253 |
| resource dependency | 资源依赖关系 | 259 |
| resource file format | 资源文件格式 | 262 |
| resource lifetime | 资源生命期 | 260 |
| resource lifetime | 资源生命期 | 264 |
| resource linker | 资源链接器 | 259 |
| resource management | 资源管理 | 32 |
| resource manager | 资源管理器 | 251 |
| resource registry | 资源注册表 | 263 |
| rest pose | 放松姿势 | 454 |
| restitution coefficient | 恢复系数 | 540 |
| return address | 返回地址 | 107 |
| Revision Control System/RCS | 版本控制系统 | 54 |
| right-hand rule | 右手法则 | 136 |
| right-handed coordinate system | 右手坐标系 | 127 |
| rigid body dynamics | 刚体动力学 | 29 |
| rigid body dynamics | 刚体动力学 | 38 |
| rigid body dynamics | 刚体动力学 | 537 |
| rigid body dynamics | 刚体动力学 | 569 |
| rigid body | 刚体 | 537 |
| rigid body | 刚体 | 569 |
| rigid hierarchical animation | 刚性层阶式动画 | 448 |
| roaming volume | 漫游体积 | 45 |
| roll | 滚动角 | 148 |
| rotation matrix | 旋转矩阵 | 145 |
| rotation | 旋转 | 142 |
| row matrix | 行矩阵 | 140 |
| rumble | 震动反馈 | 317 |
| Runge-Kutta method | Runge-Kutta方法 | 578 |
| running average | 移动平均 | 287 |
| runtime engine architecture | 运行时引擎架构 | 27 |
| runtime object model | 运行时对象模型 | 625 |
| runtime object model | 运行时对象模型 | 640 |
| runtime programmer | 运行时程序员 | 4 |
| runtime resource management | 运行时资源管理 | 260 |
| runtime scripting language | 运行时脚本语言 | 708 |
| runtime type identification/RTTI | 运行时类型识别 | 639 |
| S3 texture compression/S3TC | S3纹理压缩 | 263 |
| S3 texture compression/S3TC | S3纹理压缩 | 380 |
| sample | 采样 | 461 |
| sample | 采样 | 49 |
| sampling rate | 采样率 | 49 |
| sandbox game | 沙箱游戏 | 539 |
| saturation | 饱和度 | 36 |
| save anywhere | 任何地方皆可存档 | 669 |
| saved game | 游戏存档 | 668 |
| scalar product | 标量积 | 132 |
| scalar | 标量 | 128 |
| scale factor | 缩放因子 | 129 |
| scale factor | 缩放因子 | 146 |
| scale factor | 缩放因子 | 166 |
| scaling matrix | 缩放矩阵 | 146 |
| scatter | 散射 | 363 |
| scatter | 散射 | 372 |
| scene description | 场景描述 | 362 |
| scene graph | 场景图 | 34 |
| scene graph | 场景图 | 35 |
| scene graph | 场景图 | 408 |
| scene graph | 场景图 | 423 |
| scratch pad | 便笺内存 | 514 |
| screen mapping | 屏幕映射 | 399 |
| screen mapping | 屏幕映射 | 411 |
| screen shot | 屏幕截图 | 349 |
| screen space | 屏幕空间 | 399 |
| script | 脚本 | 654 |
| scripting language | 脚本语言 | 707 |
| scripting system | 脚本系统 | 44 |
| search path | 搜寻路径 | 245 |
| seek time | 寻道时间 | 261 |
| selection | 选取 | 630 |
| semantic | 语义 | 415 |
| semaphore | 信号标 | 608 |
| separating axis theorem | 分离轴定理 | 554 |
| sequence | 序列 | 323 |
| sequence | 序列 | 41 |
| serialization | 序列化 | 658 |
| serialize | 序列化 | 271 |
| service object | 服务对象 | 648 |
| set | 集合 | 209 |
| shader model | 着色器模型 | 413 |
| shader register | 着色器寄存器 | 414 |
| shader | 着色器 | 16 |
| shader | 着色器 | 23 |
| shader | 着色器 | 34 |
| shading | 着色 | 384 |
| shadow map | 阴影贴图 | 432 |
| shadow rendering | 阴影渲染 | 35 |
| shadow rendering | 阴影渲染 | 431 |
| shadow volume extrusion | 阴影体积拉伸 | 410 |
| shadow volume | 阴影体积 | 431 |
| shape cast | 形状投射 | 564 |
| shear | 切变 | 456 |
| signed integer | 有符号整数 | 90 |
| significant figure | 有效数字 | 93 |
| silhouette edge | 轮廓边缘 | 420 |
| silhouette edge | 轮廓边缘 | 431 |
| simplex | 单纯体 | 558 |
| simplification | 简化 | 8 |
| simulation game | 模拟类游戏 | 539 |
| simulation island | 模拟岛 | 594 |
| single instruction multiple data/SIMD | 单指令多数据 | 173 |
| single instruction multiple data/SIMD | 单指令多数据 | 298 |
| single instruction multiple data/SIMD | 单指令多数据 | 95 |
| single instruction single data/SISD | 单指令单数据 | 95 |
| single-frame allocator | 单帧分配器 | 199 |
| single-screen multiplayer | 单屏多人 | 41 |
| singleton class | 单例类 | 185 |
| singleton | 单例 | 678 |
| singleton | 单例 | 88 |
| singly-linked list | 单向链表 | 221 |
| skel control(UE3) | 骨骼控制(虚幻引擎3) | 521 |
| skeletal animation data | 骨骼动画数据 | 49 |
| skeletal animation | 骨骼动画 | 39 |
| skeletal mesh | 骨骼网格 | 49 |
| skeleton hierarchy | 骨骼层阶结构 | 452 |
| skeleton | 骨骼 | 450 |
| skeleton | 骨骼 | 452 |
| skin | 皮肤 | 450 |
| skinned animation | 蒙皮动画 | 450 |
| skinning matrix | 蒙皮矩阵 | 472 |
| skinning weight | 蒙皮权重 | 374 |
| skinning weight | 蒙皮权重 | 471 |
| skinning | 蒙皮 | 39 |
| skinning | 蒙皮 | 471 |
| skinning | 蒙皮 | 472 |
| sky box | 天空盒 | 441 |
| sky dome | 天空穹顶 | 441 |
| sky rendering | 天空渲染 | 440 |
| sleep | 休眠 | 593 |
| slow motion mode | 慢动作模式 | 348 |
| small memory allocator | 小块内存分配器 | 668 |
| smart pointer | 智能指针 | 671 |
| smooth transition | 圆滑过渡 | 479 |
| soft real-time system | 软实时系统 | 9 |
| soft real-time | 软实时 | 8 |
| software development kit/SDK | 软件开发包 | 28 |
| software engineering | 软件工程 | 83 |
| software layer | 软件层 | 27 |
| software object model | 软件对象模型 | 43 |
| solution file | 解决方案文件 | 62 |
| sound designer | 音效设计师 | 6 |
| Source Code Control System/SCCS | 源代码控制系统 | 54 |
| Source Engine | Source引擎 | 24 |
| source file | 源文件 | 61 |
| space partitioning | 空间划分 | 562 |
| spawner | 生成器 | 659 |
| special orthogonal matrix | 特殊正交矩阵 | 139 |
| spectral color | 光谱颜色 | 371 |
| spectral plot | 光谱图 | 371 |
| specular color | 镜面颜色 | 374 |
| specular highlight | 镜面高光 | 377 |
| specular map | 镜面贴图 | 428 |
| specular mask | 镜面遮罩 | 428 |
| specular power map | 镜面幂贴图 | 428 |
| specular term | 镜面反射项 | 387 |
| specular | 镜面反射 | 372 |
| speed | 速率 | 285 |
| sphere | 球体 | 169 |
| sphere | 球体 | 549 |
| spherical coordinate system | 球坐标系 | 126 |
| spherical coordinates | 球坐标 | 429 |
| spherical environment map | 球面环境贴图 | 429 |
| spherical harmonic basis function | 球谐基函数 | 436 |
| spherical harmonic function | 球谐函数 | 408 |
| spherical linear interpolation/SLERP | 球面线性插值 | 163 |
| splay tree | 伸展树 | 208 |
| spline | 样条 | 363 |
| spline | 样条 | 614 |
| spline | 样条 | 633 |
| split-screen multiplayer | 切割屏多人 | 41 |
| spot light | 聚光 | 391 |
| spring constant | 弹簧常数 | 574 |
| spring-mass system | 弹簧质点系统 | 538 |
| sprite animation | 精灵动画 | 448 |
| SQT transformation | SQT变换 | 166 |
| SQT transformation | SQT变换 | 454 |
| SQT transformation | SQT变换 | 456 |
| SSE register | SSE寄存器 | 173 |
| stability | 稳定性 | 577 |
| stack allocator | 堆栈分配器 | 194 |
| stack allocator | 堆栈分配器 | 266 |
| stack allocator | 堆栈分配器 | 667 |
| stack frame | 堆栈帧 | 107 |
| stack frame | 堆栈帧 | 719 |
| stack trace | 堆栈跟踪 | 337 |
| stack | 堆栈 | 208 |
| stage | 舞台 | 622 |
| stance variation | 站姿变化 | 491 |
| standard template library/STL | 标准模板库 | 213 |
| standard template library/STL | 标准模板库 | 28 |
| start-up project | 启动项目 | 72 |
| static geometry | 静态几何体 | 621 |
| static lighting | 静态光照 | 390 |
| static lighting | 静态光照 | 408 |
| static member | 静态成员 | 111 |
| statically typed function binding | 静态函数类型绑定 | 690 |
| statistical profiler | 统计式剖析器 | 78 |
| stencil buffer | 模板缓冲 | 33 |
| stencil buffer | 模板缓冲 | 400 |
| stencil buffer | 模板缓冲 | 432 |
| stepping | 单步执行 | 73 |
| stiff spring constraint | 刚性弹簧约束 | 594 |
| story-based game | 基于故事的游戏 | 540 |
| stream out | 流输出 | 410 |
| streaming SIMD extensions/SSE | 单指令多数据流扩展 | 173 |
| streaming SIMD extensions/SSE | 单指令多数据流扩展 | 95 |
| streaming | 串流 | 248 |
| streaming | 串流 | 260 |
| streaming | 串流 | 501 |
| streaming | 串流 | 665 |
| stride | 分散对齐 | 154 |
| string interning | 字符串扣留 | 228 |
| string | 字符串 | 225 |
| studio | 工作室 | 7 |
| subclass | 子类 | 84 |
| subdivision surface | 细分曲面 | 364 |
| subdivision surface | 细分曲面 | 48 |
| submesh | 子网格 | 383 |
| subsurface scattering/SSS | 次表面散射 | 16 |
| subsurface scattering/SSS | 次表面散射 | 372 |
| subsurface scattering/SSS | 次表面散射 | 435 |
| Super Nintendo Entertainment System/SNES | 超级任天堂 | 235 |
| superclass | 超类 | 84 |
| support function | 支持函数 | 559 |
| supporting vertex | 支持顶点 | 558 |
| surface | 表面 | 132 |
| surface | 表面 | 363 |
| sweep and prune | 扫掠裁减 | 563 |
| swept shape | 扫掠形状 | 560 |
| symbolic link | 符号链接 | 252 |
| synchronous file I/O | 同步文件I/O | 247 |
| synergistic processing unit/SPU | 协同处理器 | 251 |
| synergistic processing unit/SPU | 协同处理器 | 514 |
| T-pose | T字型姿势 | 455 |
| table (Lua) | 表 | 712 |
| Tagged Image File Format/TIFF | 标记图像文件格式 | 262 |
| Tagged Image File Format/TIFF | 标记图像文件格式 | 380 |
| tangent space | 切线空间 | 374 |
| target hardware | 目标硬件 | 27 |
| targeted movement | 靶向移动 | 481 |
| taxonomy | 分类学 | 644 |
| Taylor series | 泰勒级数 | 577 |
| tearing | 画面撕裂 | 287 |
| tearing | 画面撕裂 | 288 |
| technical director/TD | 技术总监 | 5 |
| technical requirements checklist/TRC | 技术要求清单 | 332 |
| teletype/TTY | 电传打字机 | 333 |
| template metaprogramming/TMP | 模板元编程 | 215 |
| temporal coherency | 时间一致性 | 562 |
| terrain | 地形 | 441 |
| tessellation | 镶嵌 | 365 |
| texel density | 纹素密度 | 381 |
| texel | 纹素 | 377 |
| text editor | 文本编辑器 | 61 |
| text rendering | 文本渲染 | 443 |
| text/code segment | 代码段 | 105 |
| texture addressing mode | 纹理寻址模式 | 379 |
| texture artist | 纹理艺术家 | 5 |
| texture atlas | 纹理图谱 | 422 |
| texture coordinates | 纹理坐标 | 374 |
| texture coordinates | 纹理坐标 | 378 |
| texture filtering | 纹理过滤 | 383 |
| texture format | 纹理格式 | 380 |
| texture map | 纹理贴图 | 374 |
| texture map | 纹理贴图 | 377 |
| texture sampler | 纹理采样器 | 416 |
| texture scrolling | 纹理滚动 | 291 |
| texture space | 纹理空间 | 378 |
| texture | 纹理 | 34 |
| texture | 纹理 | 377 |
| texture | 纹理 | 415 |
| texture | 纹理 | 5 |
| the rendering equation | 渲染方程 | 362 |
| third person game | 第三人称游戏 | 13 |
| thought-controlled device | 思想控制设备 | 318 |
| thread synchronization | 线程同步 | 608 |
| three-way merge tool | 三路合并工具 | 80 |
| three-way merge | 三路合并 | 59 |
| throughput | 吞吐量 | 404 |
| time delta | 时间增量 | 285 |
| time index | 时间索引 | 459 |
| time of impact/TOI | 冲击时间 | 543 |
| time of impact/TOI | 冲击时间 | 561 |
| time scale | 时间比例 | 461 |
| time scale | 时间比例 | 463 |
| time stamp | 时戳 | 687 |
| time step | 时步 | 575 |
| time step | 时步 | 9 |
| time unit | 时间单位 | 289 |
| time unit | 时间单位 | 461 |
| time-slice | 时间片 | 28 |
| time-slice | 时间片 | 712 |
| tone mapping | 色调映射 | 430 |
| tool chain | 工具链 | 258 |
| tool programmer | 工具程序员 | 4 |
| tool stage | 工具阶段 | 406 |
| tool-side object model | 工具方对象模型 | 625 |
| tool | 工具 | 46 |
| tool | 工具 | 53 |
| top-level exception handler | 顶层异常处理函数 | 336 |
| torque | 力矩 | 581 |
| torque | 力矩 | 599 |
| transformation matrix | 变换矩阵 | 144 |
| transformation matrix | 变换矩阵 | 370 |
| transformation matrix | 变换矩阵 | 476 |
| transition matrix | 过渡矩阵 | 522 |
| transitional state | 过渡状态 | 521 |
| translation matrix | 平移矩阵 | 144 |
| translation unit | 翻译单元 | 61 |
| translation | 平移 | 142 |
| translucent | 半透明的 | 363 |
| transmit | 传播 | 372 |
| transparent | 透明的 | 363 |
| transpose matrix | 转置矩阵 | 141 |
| tree | 树 | 208 |
| tree | 树 | 84 |
| triangle fan | 三角形扇 | 368 |
| triangle list | 三角形表 | 367 |
| triangle mesh | 三角形网格 | 364 |
| triangle setup | 三角形建立 | 411 |
| triangle strip | 三角形带 | 259 |
| triangle strip | 三角形带 | 368 |
| triangle traversal | 三角形遍历 | 411 |
| triangulation | 三角化 | 365 |
| trigger volume | 触发体积 | 538 |
| trilinear | 三线性 | 383 |
| triple buffering | 三缓冲法 | 400 |
| Truevision Advanced Raster Graphics Adapter/TARGA | Truevision高级光栅图形适配器 | 262 |
| Truevision Advanced Raster Graphics Adapter/TARGA | Truevision高级光栅图形适配器 | 380 |
| Truevision Graphics Adapter/TGA | Truevision图形适配器 | 262 |
| truncate | 截尾 | 497 |
| tunneling | 隧穿 | 559 |
| two's complement | 二补数 | 91 |
| type punning | 类型双关 | 99 |
| umbra | 本影 | 392 |
| unconstrained rigid body | 无约束刚体 | 570 |
| undelete | 撤销删除 | 60 |
| unified memory architecture | 统一内存架构 | 514 |
| Unified Modeling Language/UML | 统一建模语言 | 84 |
| unique identifier | 唯一标识符 | 227 |
| unit quaternion | 单位四元数 | 156 |
| unit vector | 单位矢量 | 132 |
| Unreal Engine 3/UE3 | 虚幻引擎3 | 520 |
| Unreal Engine | 虚幻引擎 | 23 |
| unresolved reference | 未解决引用 | 99 |
| unsigned integer | 无符号整数 | 90 |
| user error | 用户错误 | 118 |
| vector addition | 矢量加法 | 129 |
| vector function | 矢量函数 | 168 |
| vector processor | 矢量处理器 | 95 |
| vector product | 矢量积 | 135 |
| vector projection | 矢量投影 | 133 |
| vector subtraction | 矢量减法 | 129 |
| vector unit | 矢量单元 | 95 |
| vector | 矢量 | 128 |
| vehicle | 载具 | 17 |
| vehicle | 载具 | 43 |
| vehicle | 载具 | 645 |
| velocity Verlet | 速度韦尔莱 | 579 |
| verbosity level | 冗长级别 | 335 |
| verbosity level | 冗长级别 | 37 |
| Verlet integration | 韦尔莱积分 | 578 |
| version control system | 版本控制系统 | 53 |
| version control | 版本控制 | 252 |
| vertex array | 顶点数组 | 367 |
| vertex attribute | 顶点属性 | 373 |
| vertex bitangent | 副切线矢量 | 374 |
| vertex buffer | 顶点缓冲 | 266 |
| vertex buffer | 顶点缓冲 | 367 |
| vertex cache optimizer | 顶点缓存优化器 | 369 |
| vertex format | 顶点格式 | 374 |
| vertex normal | 顶点法矢量 | 374 |
| vertex shader | 顶点着色器 | 34 |
| vertex shader | 顶点着色器 | 409 |
| vertex shader | 顶点着色器 | 409 |
| vertex tangent | 顶点切线矢量 | 374 |
| vertex texture fetch/VTF | 顶点纹理拾取 | 410 |
| vertex | 顶点 | 126 |
| vertical blanking interval | 垂直消隐区间 | 288 |
| vertical blanking interval | 垂直消隐区间 | 400 |
| video RAM | 显存 | 266 |
| view matrix | 观察矩阵 | 394 |
| view space | 观察空间 | 150 |
| view space | 观察空间 | 393 |
| view volume | 观察体积 | 395 |
| view-to-world matrix | 观察至世界矩阵 | 393 |
| viewport | 视区 | 34 |
| vignette | 晕影 | 446 |
| virtual camera | 虚拟摄像机 | 392 |
| virtual camera | 虚拟摄像机 | 731 |
| virtual function table/vtable | 虚函数表 | 115 |
| virtual function | 虚函数 | 115 |
| virtual function | 虚函数 | 87 |
| virtual inheritance | 虚继承 | 85 |
| virtual machine | 虚拟机 | 708 |
| virtual memory | 虚拟内存 | 202 |
| virtual memory | 虚拟内存 | 29 |
| virtual table pointer/vpointer | 虚表指针 | 115 |
| viscous damping coefficient | 黏滞阻尼系数 | 574 |
| visibility determination | 可见性判断 | 18 |
| visibility determination | 可见性判断 | 418 |
| visual effect | 视觉效果 | 35 |
| visual effect | 视觉效果 | 438 |
| visual property | 视觉性质 | 371 |
| visual representation | 视觉表达形式 | 545 |
| visualize | 可视化 | 629 |
| voice actor | 配音演员 | 6 |
| voice over internet protocol/VoIP | IP电话 | 21 |
| voice over IP/VoIP | 网络语音 | 318 |
| volume specifier | 卷指示符 | 242 |
| volume texture | 体积纹理 | 430 |
| volumetric cloud | 体积云 | 441 |
| w-buffer | w缓冲 | 402 |
| wall clock time | 挂钟时间 | 288 |
| wall clock time | 挂钟时间 | 78 |
| watch window | 监视窗口 | 73 |
| water rendering | 水体渲染 | 442 |
| water surface simulation | 水面模拟 | 616 |
| wavelength | 波长 | 371 |
| weighted average | 加权平均 | 138 |
| welding | 焊接 | 592 |
| wide character set/WCS | 宽字符集 | 231 |
| Wiimote | Wii遥控器 | 309 |
| Wiimote | Wii遥控器 | 309 |
| Wiimote | Wii遥控器 | 315 |
| Wiimote | Wii遥控器 | 316 |
| winding order | 缠绕顺序 | 366 |
| Windows Bitmap/BMP | 视窗位图 | 262 |
| Windows Bitmap/BMP | 视窗位图 | 380 |
| Windows registry | Windows注册表 | 235 |
| wizard | 向导 | 70 |
| world chunk | 世界组块 | 622 |
| world chunk | 世界组块 | 629 |
| world chunk | 世界组块 | 657 |
| world editor | 世界编辑器 | 50 |
| world matrix | 世界矩阵 | 370 |
| world query | 世界查询 | 670 |
| world space texel desnity | 世界空间纹素密度 | 382 |
| world space | 世界空间 | 149 |
| world space | 世界空间 | 370 |
| wrap mode | 缠绕模式 | 379 |
| write-back cache | 回写式缓存 | 205 |
| write-through cache | 透写式缓存 | 205 |
| writer | 作家 | 6 |
| Xbox 360 software development kit/XDK | Xbox 360开发套件 | 232 |
| Xross Media Bar/XMB(PS3) | 跨界导航菜单 | 28 |
| yaw | 偏航角 | 148 |
| z prepass | 深度预渲染步骤 | 422 |
| z-fighting | 深度冲突 | 402 |
| zenith | 天顶 | 429 |
| ZIP archive | ZIP存档 | 261 |
| zoom in | 拉近镜头 | 614 |
| über format | über格式 | 375 |
更改记录
- 2014/3/5: 细致程度 -> 细节层次
浙公网安备 33010602011771号