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Game Engine Terminology

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Produce a glossary of terms specific to the methods and principles of Video Game Design and 
Video Game Terms. Using a pro...
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mo 
A demonstration of a product or technique. 
https ://ww...
Bet 
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Beta is usually a trial version of a game for a company. 
Beta s are usually experimental and often have problems ...
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Game Engine Terminology

  1. 1. Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Na me : Jos hu a Rid ett RESEARCHED DEFINITION (provide short internet researched definition and URL link) DES CRIB E THE RELE VAN CE OF THE RESE ARC HED TER M TO YOU R OW N PRO DUC TIO N PRA CTIC E? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game)
  2. 2. VI DE O GA M ES / VI DE O GA M E TE STI NG De mo A demonstration of a product or technique. https ://www.google.co.uk/search?q=definition%3A+dem o HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"oq=definition%3A+demo HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"aqs=chrome..69i57j69i58.11208j0j7 HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"sourceid=chrome HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"es_sm=93 HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"ie=UTF-8 Whe n a gam e I am maki ng near s com pleti on I may des ir e for i t to be tes te d or show n to the publi c. A dem o of the gam e woul d be the easie s t way to acco mplis h thi s .
  3. 3. Bet a Beta is usually a trial version of a game for a company. Beta s are usually experimental and often have problems w/ them. https ://uk.answers.yahoo.com/question/index?qid=2008 1019143302AAIBseY After an alpha tes t I may want a large r volu me of peop le to tes t a more com plete , more s tabl e gam e. Whe n the gam e reac hes a near com plete s tabl e bui ld I may want to do a beta tes t. A beta tes t woul d have peop le playi ng thro ugh the gam e
  4. 4. and seein g i f there are any mino r bugs that need addr es sin g befor e the com plete launc h. It woul d al so be a good way to see how the publi c react to the gam e and how they feel abou t wher e i t s tan ds . Alp ha The alpha phase of the release life cycl e is the first phase to begin software testing. http://en.wikipedia.org/wiki/Software_release_life_cycle #Alpha An alpha i s the fi rs t point at whic h I woul d eithe http://wccftech.com/leaked-destiny-alpha- gameplay-appears-internet/ Article link
  5. 5. r relea se the gam e then conti nue upda ting i t, or invi t e peop le to perfo rm an alpha tes t to see what need s chan ging (i f anyt hing) and i f there are any obvi ous bugs Pre- Alp ha Pre-alpha refers to all activities performed during the software project before testing. http://en.wikipedia.org/wiki/Software_release_life_cycle #Pre-alpha Pre- Alph a i s whe n an Alph a Build hasn t been estab l i she d in a gam e's bui ld . http://kotaku.com/http-www-youtube-com- watch-v-dzmqr-pcbocpre-alpha-gam- 1540267288 Article & Video link
  6. 6. Gol d A game has "Gone Gold" when the final master copy has been produced at the developer and sent off for repl ication, packaging and shipment. http://www.urbandictionary.com/define.php?term=Gone %20Gold Whe n my gam e has been com plete d i t can be anno unce d as havin g "Gon e Gold " Deb ug Identify and remove errors from computer hardware or software. http://www.oxforddictionaries.com/us/definition/americ an_english/debug If the soft ware that my gam e uti l iz es s tops work ing for some reas on, a debu g progr am wi l l be need ed to fix the probl
  7. 7. em. Aut om atio n The technique of making an apparatus, a process, or a sys tem operate automatically http://www.merriam-webs ter.com/dictionary/automation Im not sure how auto mati on work s withi n a gam e, my resea rch turne d up no relev ant resul ts . Whi te- Box Test ing White-box testing i s verification technique software engineers can use to examine if their code works as expected. http://agile.csc.ncsu.edu/SEMaterials/WhiteBox.pdf A gam e may be want ed to pass thro ugh a whi t e-box tes t to see if the code funct ions as i t i s mea nt to befor e more progr ess is mad e. Bug A bug, also referred to as a software bug, is an error or flaw in a computer program that may prevent i t from working correctly or produces an incorrect or unintended result. In the early s tage http://culturedvultures.com/wp-content/ uploads/2014/08/ikfmGW73AeB n0.gi f
  8. 8. http://www.metaboli.co.uk/gaming- HYPERLINK "http://www.metaboli.co.uk/gaming-dictionary/ defnition-of-bug.htm"dictionary/defnition-of-bug. htm s of my gam e there wi l l be bugs that mus t be dealt with. Som e bugs wi l l be easy to ident i fy whils t other s wi ll be more subtl e. GA M E EN GI NE S GA M E Ver tex Sha der A programmable function in display adapters that offers a graphics application programmer with flexibility in rendering an image. http://encyclopedia2.thefreedictionary.com/Vertex+shad ing Vert ex shadi ng i s a realis tic shadi ng s tyle that may be a appli ed to a gam e using a phot o realis tic art s tyle or a gam
  9. 9. EN GI NE S e that adop ts a realis tic play s tyle or setti ng. Pixe l Sha der Pixel shading executes various functions affecting how pixels on a computer screen will display http://www.ehow.com/info_8764308_pixel-shading.html Pixel shadi ng i s s impl e and may be bette r for a devel ope r’ s first gam e due to i ts s impl ici ty. Pos t Pro cess ing Usually encompasses bloom, blur, and depth-of-field. http://www.gamefaqs.com/boards/991142-kingdoms-of-amalur- reckoning/61749545 Pos t proc es sin g may be bene ficial for 2.5/3 D shoo ters s ince they add a realis tic battl e quali ty to a gam e.
  10. 10. Ren deri ng In 3-D graphic design, rendering is the process of add shading, colour and lamination to a 2-D or 3-D wireframe in order to create life-like images on a screen. http://whatis.techtarget.com/definition/rendering A gam e may uti l iz e rend ering i f there i s a lot of 3D reso urces to creat e. Nor mal Ma p Thes e RGB values translates to x, y, and z coordinates, al lowing a 2D image to represent depth. http://gamedevelopment.tutsplus.com/articles/gamedev -glossary-what-is-a-normal-map--gamedev-3893 Nor mal map ping could add a high er level of quali ty to a 2D gam e. Enti ty A dynamic object such as a non-player character or item. http://en.wikipedia.org/wiki/Entity I wi l l need entiti es in my gam e to make i t inter es tin g and enjo yable .
  11. 11. UV Ma p UV mapping is the 3D modelling process of making a 2D image representation of a 3D model's surface. http://en.wikipedia.org/wiki/UV_mapping UV map ping i s a good way to analy ze a mod el 's textu re befor e i t gets wrap ped to i ts 3D body . Pro ced ural Tex ture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, grani te, metal, s tone, and others. http://en.wikipedia.org/wiki/Procedural_texture A proc edur a l textu re wi l l make i t easie r to give a detai led look to some thing that does nt need alot of atten tion, l ike grass of pave ment s
  12. 12. Phy sics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine. http://en.wikipedia.org/wiki/Game_physics Phys i cs make gam es more realis tic, show ing how the acts the playe r perfo rms in-gam e woul d impa ct in a real worl d s cen ario
  13. 13. Coll isio n Col l ision detection is used to detect the contact of objects within a game. http://relativity.net.au/gaming/java/SimpleCollisionDetec tion.html Good col l is ion dete ction wi l l make a gam e more realis tic and fun to play.
  14. 14. Ligh ting The rendering of computer graphics s cenes use l ighting. http://en.wikipedia.org/wiki/High-dynamic-range_ rendering Lighti ng woul d add a deep sens e of imm ers io n and realis m to a gam e, resul ting in a more enjo yable expe rienc e for a playe r. AA – Anti - Alia sing Antialiasing i s a way of smoothing edges. http://compreviews.about.com/od/PC-Gaming/a/What-is -antialiasing-in-PC-games.htm Anti - al iasi ng i s a good way to make parts of a gam e look more realis tic i f they were mad e with a low amo unt of pixel s .
  15. 15. LoD – Lev el of Det ail Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. http://www.techopedia.com/definition/11791/level-of-deta il-lod LOD in a gam e will make i t easie r to rend er large areas with high polyg on coun ts beca use it wont al l rend er at the high es t polyg on coun t whic h migh t resul t in a drop in fram e rate.
  16. 16. Ani mat ion Art and animation in video games refers to how things phys ically look. http://www.gamecareerguide.com/features/413/game_a rt_and_animation_an_introduction.php Anim ation i s key to gam es beca use it i s what the gam e looks l ike. Spri te In computer graphics, a sprite i s a two-dimensional image or animation that is integrated into a larger s cene. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) Spri t es are impo rtant for 2D gam es beca use they repre sent char acter s or thing s for the playe r to inter act with.
  17. 17. Sce ne A divi sion of an act presenting continuous action in one place. http://www.merriam-webster.com/dictionary/scene Mul ti ple s cen es make up a col le ction of actio ns and happ enin gs that are es se ntial for a playe r to see what i s happ enin g in a gam e. Libr ary A l ibrary i s a useful framework to tackle a specific need within a game engine. http://gamedev.s tackexchange.com/questi HYPERLINK "http://gamedev.stackexchange.com/questions/10770/w hats -the-difference-between-a-library-and-an-engine" ons/10770/whats-the-difference-between-a-l ibrary-and-an-engine A l ibrar y wi ll make creat ing certa in thing s withi n a gam e easie r that i f there wasn t a l ibrar y.
  18. 18. UI The point at which a user or a user department or organization interacts with a computer system. http://www.answers.com/topic/user-interface A UI make s thing s l ike amm uni ti on or healt h possi ble to track for the playe r whils t they play. Fra mes A s ingle step in a sequence of programmed instructions. http://www.thefreedictionary.com/frame A mul ti tude of fram es make up an even t in codin g that make s thing s happ en in the gam e.
  19. 19. Con cep t An idea or invention to help sell or publicize a commodity. https ://www.google.co.uk/?gfe_rd=cr HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"& HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A +concept Conc epts are the fi rs t s tep of creat ing a gam e. Som eone has an idea whic h s lowl y beco mes a col le ction of ideas , whic h are al so know n as conc epts . A conc ept can rang e from a draw ing of some thing some one thou ght up or a line of dialo gue wri tt
  20. 20. en on a piece of s crap pape r. Eve nt A thing that happens or takes place, especially one of importance. https ://www.google.co.uk/?gfe_rd=cr HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"& HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A +event Even ts are impo rtant for gam es beca use it takes a chun k of gam eplay that woul d other wi s e be the same and chan ges some thing abou t i t to make i t more exci ti ng.
  21. 21. Pat hfin din g Pathfinding in the context of video games concerns the way in which a moving entity finds a path around an obs tacle http://en.wikipedia.org/wiki/Pathfinding#In_video_game s Pathf indin g i s a piece of codin g that dicta tes wher e an NPC may walk arou nd. Strin gs of pathf indin g make i t possi vle for NPCs to walk long or short di s ta nces .

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