The Advanced Game Developer's Toolkit: Create Amazing Web-based Games with JavaScript and HTML5
by Rex van der Spuy
Index
A
A* (A star)
code
node map
shortestPath function
source files
universe
cost calculation
cross-checking nodes
Dijkstra’s algorithm
heuristic
influence map
link nodes
nodes
pathfinding
second step
strategies
two-dimensional array/grid
variable terrain
B
Binary space partitioning (BSP) trees
Broadphase collision
C
Cartesian vs. isometric rendering
Collision detection, isometric
D
Diagonal method
Dijkstra’s algorithm
E, F
Euclidean method
G
Ga
Game design
AI systems
arrays
controlled robot car
keyboard
broadphase and narrowphase collision
broadphase collision strategies
BSP tree
hierarchical grid
implementation
quadtree
sort and sweep
source code
spatial grid
steps
broadphase collision detection
spatial grid
H
Heuristic method
Hexi
game sprites
source code
I, J, K
Inverse collision detection ...
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