Refers to a modification to Heidmann's original stenciled shadow volumes technique generally attributed to John Carmack, although others came up with the same modification at about the same time. Rather than incrementing and decrementing for the front and back faces (respectively) when the depth test passes, the method increments for back faces and decrements for front faces when the depth test fails. This prevents shadow volumes from being clipped by the near plan, but introduces the problem of them being clipped by the far plane.
The OpenGL Utility Toolkit. This set of libraries provides a set of helper functions to OpenGL, including methods to abstract the windowing system (for cross-platform development), rendering "standard" 3D objects, etc. For more info, visit the GLUT homepage
An assembly-like program which replaces part of the rendering pipeline with custom code. Shaders that affect vertices (vertex shaders) replace the normal transformation and lighting stage of the pipeline, while shaders that affect pixels (pixel shaders), work at the rasterization stage, affecting how the final screen color is determined. Shaders are supported in DirectX 8 and later, and in OpenGL through extensions (and as part of the proposed OpenGL 2.0 standard).
One of the premier producers/designers in the game industry. After a start in board games and traditional role-playing games at Steve Jackson Games and TSR, Inc., he joined Origin Systems, where he was involved with Ultima VI and VII: Serpent Isle, Ultima Underworld 1 & 2, System Shock, Wing Commander, and others. From there, he moved on to Looking Class Studios, where he was the producer of Thief: The Dark Project, and then he founded ION Storm Austin, where he created the Deus-Ex line of games and continued the Thief legacy.
The STL is a set of template classes included as part of the C++ standard library. They provide support for standard containers (such as linked lists, hash tables, and dynamic arrays) and algorithms (such as sorting and searching).
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