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Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 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. 
Name: RESEARCHED DEFINITION (provide short internet 
researched definition and URL link) 
DESCRIBE 
THE 
RELEVANC 
E OF THE 
RESEARCH 
ED TERM 
TO YOUR 
OWN 
PRODUCTI 
ON 
PRACTICE? 
IMAGE SUPPORT (Provide an image and/or video link of said term being 
used in a game) 
VIDEO 
GAMES 
/ 
VIDEO 
GAME 
TESTIN 
G 
Demo Within the computer subculture known as the demo scene, a 
non-interactive multimedia presentation is called a demo (or 
demonstration). Demo groups create demos to demonstrate 
thei r abilities in programming, music, drawing, and 3D 
modelling. The key di fference between a classical animation 
and a demo is that the display of a demo is computed in real 
time, making computing power considerations the biggest 
chal lenge. Demos are mostly composed of 3D animations 
mixed with 2D effects and full s creen effects. 
http://en.wikipedia.org/wiki/Demo_(computer_programmin 
g) 
A demo 
would be 
used to 
show off the 
s tage of a 
level in a 
game and 
al so to show 
key features 
which will be 
available in 
the full 
game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta Beta is feature and asset complete version of the game, 
when only bugs are being fixed. This version contains no bugs 
that prevent the game from being shippable No changes are 
made to the game features, assets, or code. Beta occurs two 
to three months before code release. 
http://en.wikipedia.org/wiki/Video_game_development 
Beta s are 
s imilar to 
demos only 
the re i sn’t a 
time l imit on 
the 
playability. 
Beta s will 
have some 
bugs whilst 
being played 
and fixed 
whi le i t is 
running. 
Alpha Alpha is the s tage when key gameplay functionality i s 
implemented, and assets are partially finished. A game in 
alpha is feature complete, that is, game is playable and 
contains all the major features. These features may be 
further revised based on testing and feedback. Additional 
small, new features may be added, similarly planned, but 
unimplemented features may be dropped. Programmers 
focus mainly on finishing the codebase, rather than 
implementing additions. Alpha occurs eight to ten months 
before code release. 
http://en.wikipedia.org/wiki/Video_game_development 
The Alpha 
s tage is 
before the 
Beta s tage. 
Thi s stage i s 
hos t to a lot 
of bugs 
which are 
fixing while 
being 
played. 
Pre-Alpha Pre-alpha refers to all activities performed during the 
software project before testing. These activities can include 
requi rements analysis, software design, software 
development, and unit testing. In typical open source 
development, there are several types of pre-alpha versions. 
Mi lestone versions include specific s ets of functions and are 
released as soon as the functionality i s complete. 
http://en.wikipedia.org/wiki/Software_release_life_cycle#Pr 
e-alpha 
The Pre- 
Alpha is 
before the 
Alpha and is 
coming up 
to a s tage 
where it i s 
playable, but 
s ti ll has 
many bug. 
Pre-Alphas 
are used the 
show minor
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
features at 
conferences. 
Gold Gold master is the final game's build that is used as a master 
for production of the game. 
http://en.wikipedia.org/wiki/Video_game_development 
The Gold 
s tage is 
when 
developers 
use the term 
‘Gone Gold’, 
thi s means 
that the final 
bui ld i s 
compl ete 
and i s ready 
for putting 
onto discs 
and boxing 
up the 
games. 
Debug Debug is a command in DOS, OS/2 and Microsoft Windows 
(only in 32bit) which runs the program debug.exe (or 
DEBUG.COM in older versions of DOS). Debug can act as an 
as sembler, disassembler, or hex dump program allowing 
users to interactively examine memory contents (in assembly 
language, hexadecimal or ASCII), make changes, and 
selectively execute COM, EXE and other file types. It also has 
several subcommands which are used to access specific disk 
sectors, I/O ports and memory addresses. 
http://en.wikipedia.org/wiki/Debug_(command) 
Debug is a 
command 
that can be 
used to clear 
bugs from a 
current 
game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Automati 
on 
In software testing, test automation i s the use of special 
software (separate from the software being tested) to 
control the execution of tests and the comparison of actual 
outcomes with predicted outcomes. Test automation can 
automate some repetitive but necessary tasks in a formalized 
tes ting process already in place, or add additional testing that 
would be difficult to perform manually. 
Automation 
i s when to 
game plays 
i ts elf and 
checks 
whether i t 
runs 
smoothly or 
not. 
White- 
Box 
Testing 
White-box testing (also known as clear box testing, glass box 
tes ting, transparent box testing, and s tructural testing) is a 
method of testing software that tests internal structures or 
workings of an application, as opposed to i ts functionality 
(i .e. black-box testing). In white-box testing an internal 
perspective of the system, as well as programming skills, are 
used to design test cases. The tester chooses inputs to 
exerci se paths through the code and determine the 
appropriate outputs. This is analogous to testing nodes in a 
ci rcui t, e.g. in-circuit testing (ICT). 
White-box testing can be applied at the unit, integration and 
sys tem levels of the software testing process. Although 
tradi tional testers tended to think of white-box testing as 
being done at the unit level, it is used for integration and 
sys tem testing more frequently today. It can test paths 
within a unit, paths between units during integration, and 
between subsystems during a system–level test. Though this 
method of test design can uncover many errors or problems, 
i t has the potential to miss unimplemented parts of the 
specification or missing requirements. 
http://en.wikipedia.org/wiki/White-box_testing 
White box 
tes ting i s 
used to test 
whether or 
not a engine 
i s working 
properly.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Bug A gl i tch is a short-lived fault in a system. It i s often used to 
des cribe a transient fault that corrects itself, and i s therefore 
di fficult to troubleshoot. The term is particularly common in 
the computing and electronics industries, and in circuit 
bending, as well as among players of video games, although 
i t i s applied to all types of systems including human 
organizations and nature. 
http://en.wikipedia.org/wiki/Glitch 
Bugs are 
always 
present in 
games and 
developers 
wi l l usually 
release 
patches to 
get rid of 
gl i tches 
found. 
GAME 
ENGIN 
ES 
Vertex 
Shader 
Vertex shaders are run once for each vertex given to the 
graphics processor. The purpose is to transform each vertex's 
3D pos ition in vi rtual space to the 2D coordinate at which i t 
appears on the s creen (as well as a depth value for the Z-buffer). 
Vertex shaders can manipulate properties such as 
pos ition, color and texture coordinate, but cannot create 
new vertices. The output of the vertex shader goes to the 
next s tage in the pipeline, which is either a geometry shader 
i f present, or the rasterizer. Vertex shaders can enable 
powerful control over the details of position, movement, 
l ighting, and color in any s cene involving 3D models. 
http://en.wikipedia.org/wiki/Shader#Vertex_shaders 
Vertex 
shaders 
would be 
used to 
makes items 
within 
games to 
make them 
look 
smoother.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
GAME 
ENGIN 
ES 
Pixel 
Shader 
Pixel shaders, also known as fragment shaders, compute 
color and other attributes of each fragment. The simplest 
kinds of pixel shaders output one screen pixel as a color 
value; more complex shaders with multiple inputs/outputs 
are also possible. Pixel shaders range from always outputting 
the same color, to applying a lighting value, to doing bump 
mapping, shadows, specular highlights, translucency and 
other phenomena. They can alter the depth of the fragment 
(for Z-buffering), or output more than one color i f multiple 
render targets are active. In 3D graphics, a pixel shader alone 
cannot produce very complex effects, because i t operates 
only on a single fragment, without knowledge of a scene's 
geometry. However, pixel shaders do have knowledge of the 
s creen coordinate being drawn, and can sample the s creen 
and nearby pixels i f the contents of the entire screen are 
passed as a texture to the shader. This technique can enable 
a wide variety of two-dimensional postprocessing effects, 
such as blur, or edge detection/enhancement for cartoon/cel 
shaders. Pixel shaders may also be applied in intermediate 
s tages to any two-dimensional images—sprites or textures— 
in the pipeline, whereas vertex shaders always require a 3D 
model. For instance, a pixel shader i s the only kind of shader 
that can act as a postprocessor or filter for a video s tream 
after i t has been rasterized. 
http://en.wikipedia.org/wiki/Shader#Vertex_shaders 
Pixel shading 
i s used to do 
many ta sks 
l ike 
outputting 
colours , 
bump 
mapping and 
lighting 
value. 
Post 
Processin 
g 
The term post-processing (or postproc for short) is used in 
the video/film business for quality-improvement image 
processing (specifically digital image processing) methods 
used in video playback devices, (such as stand-alone DVD-Video 
players), and video players software and transcoding 
software. It is also commonly used in real-time 3D rendering 
(such as in video games) to add additional effects. 
http://en.wikipedia.org/wiki/Video_post-processing 
Pos t 
processessin 
g i s used as 
after effects. 
It makes the 
game look 
better by 
adding lens 
flares and 
other 
effects.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Renderin 
g 
Rendering is the process of generating an image from a 2D or 
3D model (or models in what collectively could be called a 
s cene file), by means of computer programs. Also, the results 
of such a model can be called a rendering. A s cene file 
conta ins objects in a s trictly defined language or data 
s tructure; it would contain geometry, viewpoint, texture, 
l ighting, and shading information as a description of the 
vi rtual s cene. The data contained in the scene file is then 
passed to a rendering program to be processed and output 
to a digital image or raster graphics image file. The term 
"rendering" may be by analogy with an "artist's rendering" of 
a s cene. Though the technical details of rendering methods 
vary, the general challenges to overcome in producing a 2D 
image from a 3D representation s tored in a scene file are 
outl ined as the graphics pipeline along a rendering device, 
such as a GPU. A GPU i s a purpose-built device able to assist 
a CPU in performing complex rendering calculations. If a 
s cene is to look relatively realistic and predictable under 
vi rtual lighting, the rendering software should solve the 
rendering equation. The rendering equation doesn't account 
for al l lighting phenomena, but is a general lighting model for 
computer-generated imagery. 'Rendering' is also used to 
des cribe the process of calculating effects in a video editing 
program to produce final video output. 
http://en.wikipedia.org/wiki/Rendering_(computer_graphics 
) 
Rendering is 
when you 
have a 
finished 
model and 
then you 
render it for 
the final 
model. 
Normal 
Map 
In 3D computer graphics, normal mapping, or "Dot3 bump 
mapping", i s a technique used for faking the lighting of 
bumps and dents – an implementation of bump mapping. It 
i s used to add details without using more polygons. A 
common use of this technique is to greatly enhance the 
appearance and details of a low polygon model by generating 
a normal map from a high polygon model or height map. 
http://en.wikipedia.org/wiki/Normal_mapping 
Normal 
mapping is 
used to 
create 
l ighting for 
bumps and 
dents. This is 
when the 
model is 
being 
created in 
modelling 
software.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Entity An enti ty only consists of an id and a container of 
components. The idea is to have no game methods 
embedded in the entity. The container doesn't have to be 
located physically together with the entity, but should be 
easy to find and access. 
It i s a common practice to use a unique id for each entity. 
Thi s is not a requirement, but have several advantages: 
The entity can be referred using the id instead of a pointer. 
Thi s is more robust, as i t would allow for the entity to be 
des troyed without leaving dangling pointers. 
It helps for saving state externally. When the s tate i s loaded 
again, there i s no need for pointers to be reconstructed. 
Data can be shuffled around in memory as needed. 
Enti ty ids can be used when communicating over a network 
to uniquely identify the entity. 
Some of these advantages can also be achieved from using 
smart pointers. 
http://en.wikipedia.org/wiki/Entity_component_system#Ga 
me_example 
Enti ty are AI 
within the 
game and 
are given 
mul tiple 
ta sks to do 
l ike move to 
a pos ition or 
to fi re. 
UV Map UV mapping is the 3D modeling process of making a 2D 
image representation of a 3D model's surface. 
http://en.wikipedia.org/wiki/UV_mapping 
UV mapping 
i s when a 2D 
image is 
made to 
show how a 
3D model 
surface.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Procedur 
al Texture 
A procedural texture is a computer-generated image created 
us ing an algorithm intended to create a realistic 
representation of natural elements such as wood, marble, 
grani te, metal, s tone, and others. 
Usually, the natural look of the rendered result is achieved by 
the usage of fractal noise and turbulence functions. These 
functions are used as a numerical representation of the 
“ra ndomness” found in nature. 
http://en.wikipedia.org/wiki/Procedural_texture 
Thes e are 
computer 
made 
textures to 
represent 
real life 
textures. 
Physics Computer animation physics or game physics involves the 
introduction of the laws of physics into a simulation or game 
engine, particularly in 3D computer graphics, for the purpose 
of making the effects appear more real to the observer. 
Typically, simulation physics is only a close approximation to 
real physics, and computation is performed using discrete 
values. 
There are several elements that form components of 
s imulation physics including the physics engine, program 
code that i s used to simulate Newtonian physics within the 
envi ronment, and collision detection, used to solve the 
problem of determining when any two or more physical 
objects in the environment cross each other's path. 
http://en.wikipedia.org/wiki/Game_physics 
Phys ics in an 
engine can 
vary from 
how a player 
reacts within 
the 
envi ronment 
to the 
des truction 
of a building.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Collision Col l ision detection typically refers to the computational 
problem of detecting the intersection of two or more objects. 
Whi le the topic is most often associated with its use in video 
games and other physical simulations, it also has applications 
in robotics. In addition to determining whether two objects 
have collided, collision detection systems may also calculate 
time of impact (TOI), and report a contact manifold (the s et 
of intersecting points).[1] Collision response deals with 
s imulating what happens when a collision is detected (see 
phys ics engine, ragdoll physics). Solving collision detection 
problems requires extensive use of concepts from linear 
algebra and computational geometry. 
http://en.wikipedia.org/wiki/Collision_detection 
Col l ision is 
used so that 
models do 
not s ta rted 
to cl ip into 
each other. 
Lighting Computer graphics lighting refers to the simulation of light in 
computer graphics. This simulation can either be extremely 
accurate, as is the case in an application like Radiance which 
attempts to track the energy flow of light interacting with 
materials using radiosity computational techniques. 
Alternatively, the simulation can simply be inspired by l ight 
phys ics, as i s the case with non-photorealistic rendering. In 
both cases, a shading model i s used to describe how surfaces 
respond to light. Between these two extremes, there are 
many di fferent rendering approaches which can be employed 
to achieve almost any desired vi sual result. 
http://en.wikipedia.org/wiki/Computer_graphics_lighting 
Light i s used 
so that the 
envi ronment 
made in a 
game looks 
more 
realistic.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
AA – Anti- 
Aliasing 
Anti -aliasing may refer to any of a number of techniques to 
combat the problems of aliasing in a sampled signal such as a 
digital image or digital audio recording. 
Speci fic topics in anti-aliasing include: 
Anti -aliasing filter, a filter used before a s ignal sampler, to 
res trict the bandwidth of a s ignal 
Spatial anti-aliasing, the technique of minimizing aliasing 
when representing a high-resolution image at a lower 
resolution 
Supersample anti-aliasing, a method of smoothing images 
rendered in computer-generated imagery 
Mul ti sample anti-aliasing, a type of anti-aliasing, a technique 
used in computer graphics to improve image quality 
Temporal anti-aliasing, techniques to reduce or remove the 
effects of temporal aliasing 
http://en.wikipedia.org/wiki/Anti-aliasing 
Anti -aliasing 
i s used to 
make a 
pixelated 
surface look 
smoother. 
LoD – 
Level of 
Detail 
In computer graphics, accounting for level of detail involves 
decreasing the complexity of a 3D object representation as i t 
moves away from the viewer or according to other metrics 
such as object importance, viewpoint-relative speed or 
pos ition. Level of detail techniques increases the efficiency of 
rendering by decreasing the workload on graphics pipeline 
s tages, usually vertex transformations. The reduced vi sual 
quality of the model is often unnoticed because of the small 
effect on object appearance when distant or moving fast. 
http://en.wikipedia.org/wiki/Level_of_detail 
The level of 
Deta il in a 
model 
depends on 
how many 
polygons are 
being used 
for example 
to the 
polygons a 
model has, 
the more 
deta iled it 
wi l l be.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Animatio 
n 
Animation is the process of creating a continuous motion and 
shape change illusion by means of the rapid display of a 
sequence of s tatic images that minimally differ from each 
other. The illusion—as in motion pictures in general—is 
thought to rely on the phi phenomenon. Animators are 
arti sts who specialize in the creation of animation. 
http://en.wikipedia.org/wiki/Animation 
Animation is 
what i s used 
to give an 
enti ty l ife 
l ike giving i t 
a walk cycl e. 
Sprite In computer graphics, a sprite (also known by other names; 
see Synonyms below) is a two-dimensional image or 
animation that i s integrated into a larger scene. Initially 
including just graphical objects handled separately from the 
memory bitmap of a video display, this now includes various 
manners of graphical overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphics) 
Sprites are 
character 
made up of 
pixels. 
Sprites are 
popular in 
games like 
Legend of 
Zelda and 
Mario
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Scene A cuts cene or event scene (sometimes in-game cinematic or 
in-game movie) is a sequence in a video game over which the 
player has no or only limited control, breaking up the 
gameplay and used to advance the plot, strengthen the main 
character's development, introduce characters, and provide 
background information, atmosphere, dialogue, and clues. 
Cuts cenes often feature "on the fly" rendering, using the 
gameplay graphics to create s cripted events. Cutscenes can 
al so be animated, live action, or pre-rendered computer 
graphics streamed from a video file. Pre-made videos used in 
video games (either during cutscenes or during the gameplay 
i ts elf) are referred to as "full motion videos" or "FMVs". 
Other cuts cenes can simply just be text interludes with 
speech bubbles over the characters' faces. 
http://en.wikipedia.org/wiki/Cutscene 
A s cene is 
used in a 
game for 
cinematic 
sequences. 
Library The Lightweight Java Game Library (LWJGL) is an open source 
Java software library for computer game developers. 
LWJGL exposes high performance cross-platform libraries 
commonly used in developing software games and 
mul timedia titles. It exposes OpenGL (Open Graphics Library), 
OpenAL (Open Audio Library), OpenCL (Open Computing 
Language) and allows access to controllers such as 
gamepads, steering wheels and joysticks in a platform-neutral 
way. 
http://en.wikipedia.org/wiki/Lightweight_Java_Game_Librar 
y 
A l ibrary i s 
where 
games can 
be s tored 
and allows 
access with 
mul tiple 
types of 
control lers.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
UI The us er interface, in the industrial design field of human– 
machine interaction, is the space where interactions 
between humans and machines occur. The goal of this 
interaction i s effective operation and control of the machine 
on the user's end, and feedback from the machine, which 
aids the operator in making operational decisions. Examples 
of thi s broad concept of user interfaces include the 
interactive aspects of computer operating systems, hand 
tool s, heavy machinery operator controls, and process 
control s. The design considerations applicable when creating 
user interfaces are related to or involve such disciplines as 
ergonomics and psychology. 
http://en.wikipedia.org/wiki/User_interface 
The UI i s an 
interface 
where the 
user can 
interact with 
mul tiple 
settings. 
Frames Frame rate, also known as frame frequency and frames per 
second (FPS), is the frequency (rate) at which an imaging 
device produces unique consecutive images called frames. 
The term applies equally well to film and video cameras, 
computer graphics, and motion capture systems. Frame rate 
i s most often expressed in frames per second (FPS) and is 
al so expressed in progressive s can monitors as hertz (Hz). 
http://en.wikipedia.org/wiki/Frame_rate 
Frames per 
second 
depends on 
what i s 
going on in 
the game, 
l ike, for 
example, in 
Minecraft if 
too much 
TNT i s blown 
up, i t can 
caus e a low 
frame rate. 
Concept Concept art is a form of illustration used to convey an idea 
for use in (but not limited to) films, video games, animation, 
or comic books before i t is put into the final product. Concept 
art i s also referred to as visual development and/or concept 
des ign. This term can also be applied to retail, set, fashion, 
architectural and industrial design. 
http://en.wikipedia.org/wiki/Concept_art 
Concept can 
be shown is 
mul tiple 
ways with 
art, wri tten 
des criptions 
or mind 
maps.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Event In computing, an event is an action or occurrence detected 
by the program that may be handled by the program. 
Typically events are handled synchronously with the program 
flow, that is, the program has one or more dedicated places 
where events are handled, frequently an event loop. Typical 
sources of events include the user (who presses a key on the 
keyboard, in other words, through a keystroke). Another 
source is a hardware device such as a timer. Any program can 
trigger i ts own custom s et of events as well, e.g. to 
communicate the completion of a task. A computer program 
that changes its behavior in response to events is said to be 
event-driven, often with the goal of being interactive. 
http://en.wikipedia.org/wiki/Event_(computing) 
Events are 
l ike 
cuts cenes in 
which the 
player does 
nothing or it 
can be a 
quick time 
event 
Pathfindi 
ng 
Pathfinding or pathing is the plotting, by a computer 
application, of the shortest route between two points. It is a 
more practical variant on solving mazes. This field of research 
i s based heavily on Dijkstra's algorithm for finding the 
shortest path on a weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
Pathfinding 
i s used for AI 
to make sure 
that they 
don’t s tart 
walking into 
wal ls.

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Engine Terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 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. Name: RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANC E OF THE RESEARCH ED TERM TO YOUR OWN PRODUCTI ON PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAMES / VIDEO GAME TESTIN G Demo Within the computer subculture known as the demo scene, a non-interactive multimedia presentation is called a demo (or demonstration). Demo groups create demos to demonstrate thei r abilities in programming, music, drawing, and 3D modelling. The key di fference between a classical animation and a demo is that the display of a demo is computed in real time, making computing power considerations the biggest chal lenge. Demos are mostly composed of 3D animations mixed with 2D effects and full s creen effects. http://en.wikipedia.org/wiki/Demo_(computer_programmin g) A demo would be used to show off the s tage of a level in a game and al so to show key features which will be available in the full game.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Beta Beta is feature and asset complete version of the game, when only bugs are being fixed. This version contains no bugs that prevent the game from being shippable No changes are made to the game features, assets, or code. Beta occurs two to three months before code release. http://en.wikipedia.org/wiki/Video_game_development Beta s are s imilar to demos only the re i sn’t a time l imit on the playability. Beta s will have some bugs whilst being played and fixed whi le i t is running. Alpha Alpha is the s tage when key gameplay functionality i s implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped. Programmers focus mainly on finishing the codebase, rather than implementing additions. Alpha occurs eight to ten months before code release. http://en.wikipedia.org/wiki/Video_game_development The Alpha s tage is before the Beta s tage. Thi s stage i s hos t to a lot of bugs which are fixing while being played. Pre-Alpha Pre-alpha refers to all activities performed during the software project before testing. These activities can include requi rements analysis, software design, software development, and unit testing. In typical open source development, there are several types of pre-alpha versions. Mi lestone versions include specific s ets of functions and are released as soon as the functionality i s complete. http://en.wikipedia.org/wiki/Software_release_life_cycle#Pr e-alpha The Pre- Alpha is before the Alpha and is coming up to a s tage where it i s playable, but s ti ll has many bug. Pre-Alphas are used the show minor
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 features at conferences. Gold Gold master is the final game's build that is used as a master for production of the game. http://en.wikipedia.org/wiki/Video_game_development The Gold s tage is when developers use the term ‘Gone Gold’, thi s means that the final bui ld i s compl ete and i s ready for putting onto discs and boxing up the games. Debug Debug is a command in DOS, OS/2 and Microsoft Windows (only in 32bit) which runs the program debug.exe (or DEBUG.COM in older versions of DOS). Debug can act as an as sembler, disassembler, or hex dump program allowing users to interactively examine memory contents (in assembly language, hexadecimal or ASCII), make changes, and selectively execute COM, EXE and other file types. It also has several subcommands which are used to access specific disk sectors, I/O ports and memory addresses. http://en.wikipedia.org/wiki/Debug_(command) Debug is a command that can be used to clear bugs from a current game.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 Automati on In software testing, test automation i s the use of special software (separate from the software being tested) to control the execution of tests and the comparison of actual outcomes with predicted outcomes. Test automation can automate some repetitive but necessary tasks in a formalized tes ting process already in place, or add additional testing that would be difficult to perform manually. Automation i s when to game plays i ts elf and checks whether i t runs smoothly or not. White- Box Testing White-box testing (also known as clear box testing, glass box tes ting, transparent box testing, and s tructural testing) is a method of testing software that tests internal structures or workings of an application, as opposed to i ts functionality (i .e. black-box testing). In white-box testing an internal perspective of the system, as well as programming skills, are used to design test cases. The tester chooses inputs to exerci se paths through the code and determine the appropriate outputs. This is analogous to testing nodes in a ci rcui t, e.g. in-circuit testing (ICT). White-box testing can be applied at the unit, integration and sys tem levels of the software testing process. Although tradi tional testers tended to think of white-box testing as being done at the unit level, it is used for integration and sys tem testing more frequently today. It can test paths within a unit, paths between units during integration, and between subsystems during a system–level test. Though this method of test design can uncover many errors or problems, i t has the potential to miss unimplemented parts of the specification or missing requirements. http://en.wikipedia.org/wiki/White-box_testing White box tes ting i s used to test whether or not a engine i s working properly.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Bug A gl i tch is a short-lived fault in a system. It i s often used to des cribe a transient fault that corrects itself, and i s therefore di fficult to troubleshoot. The term is particularly common in the computing and electronics industries, and in circuit bending, as well as among players of video games, although i t i s applied to all types of systems including human organizations and nature. http://en.wikipedia.org/wiki/Glitch Bugs are always present in games and developers wi l l usually release patches to get rid of gl i tches found. GAME ENGIN ES Vertex Shader Vertex shaders are run once for each vertex given to the graphics processor. The purpose is to transform each vertex's 3D pos ition in vi rtual space to the 2D coordinate at which i t appears on the s creen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as pos ition, color and texture coordinate, but cannot create new vertices. The output of the vertex shader goes to the next s tage in the pipeline, which is either a geometry shader i f present, or the rasterizer. Vertex shaders can enable powerful control over the details of position, movement, l ighting, and color in any s cene involving 3D models. http://en.wikipedia.org/wiki/Shader#Vertex_shaders Vertex shaders would be used to makes items within games to make them look smoother.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 GAME ENGIN ES Pixel Shader Pixel shaders, also known as fragment shaders, compute color and other attributes of each fragment. The simplest kinds of pixel shaders output one screen pixel as a color value; more complex shaders with multiple inputs/outputs are also possible. Pixel shaders range from always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other phenomena. They can alter the depth of the fragment (for Z-buffering), or output more than one color i f multiple render targets are active. In 3D graphics, a pixel shader alone cannot produce very complex effects, because i t operates only on a single fragment, without knowledge of a scene's geometry. However, pixel shaders do have knowledge of the s creen coordinate being drawn, and can sample the s creen and nearby pixels i f the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional postprocessing effects, such as blur, or edge detection/enhancement for cartoon/cel shaders. Pixel shaders may also be applied in intermediate s tages to any two-dimensional images—sprites or textures— in the pipeline, whereas vertex shaders always require a 3D model. For instance, a pixel shader i s the only kind of shader that can act as a postprocessor or filter for a video s tream after i t has been rasterized. http://en.wikipedia.org/wiki/Shader#Vertex_shaders Pixel shading i s used to do many ta sks l ike outputting colours , bump mapping and lighting value. Post Processin g The term post-processing (or postproc for short) is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as stand-alone DVD-Video players), and video players software and transcoding software. It is also commonly used in real-time 3D rendering (such as in video games) to add additional effects. http://en.wikipedia.org/wiki/Video_post-processing Pos t processessin g i s used as after effects. It makes the game look better by adding lens flares and other effects.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Renderin g Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a s cene file), by means of computer programs. Also, the results of such a model can be called a rendering. A s cene file conta ins objects in a s trictly defined language or data s tructure; it would contain geometry, viewpoint, texture, l ighting, and shading information as a description of the vi rtual s cene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" may be by analogy with an "artist's rendering" of a s cene. Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation s tored in a scene file are outl ined as the graphics pipeline along a rendering device, such as a GPU. A GPU i s a purpose-built device able to assist a CPU in performing complex rendering calculations. If a s cene is to look relatively realistic and predictable under vi rtual lighting, the rendering software should solve the rendering equation. The rendering equation doesn't account for al l lighting phenomena, but is a general lighting model for computer-generated imagery. 'Rendering' is also used to des cribe the process of calculating effects in a video editing program to produce final video output. http://en.wikipedia.org/wiki/Rendering_(computer_graphics ) Rendering is when you have a finished model and then you render it for the final model. Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", i s a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It i s used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. http://en.wikipedia.org/wiki/Normal_mapping Normal mapping is used to create l ighting for bumps and dents. This is when the model is being created in modelling software.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Entity An enti ty only consists of an id and a container of components. The idea is to have no game methods embedded in the entity. The container doesn't have to be located physically together with the entity, but should be easy to find and access. It i s a common practice to use a unique id for each entity. Thi s is not a requirement, but have several advantages: The entity can be referred using the id instead of a pointer. Thi s is more robust, as i t would allow for the entity to be des troyed without leaving dangling pointers. It helps for saving state externally. When the s tate i s loaded again, there i s no need for pointers to be reconstructed. Data can be shuffled around in memory as needed. Enti ty ids can be used when communicating over a network to uniquely identify the entity. Some of these advantages can also be achieved from using smart pointers. http://en.wikipedia.org/wiki/Entity_component_system#Ga me_example Enti ty are AI within the game and are given mul tiple ta sks to do l ike move to a pos ition or to fi re. UV Map UV mapping is the 3D modeling process of making a 2D image representation of a 3D model's surface. http://en.wikipedia.org/wiki/UV_mapping UV mapping i s when a 2D image is made to show how a 3D model surface.
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Procedur al Texture A procedural texture is a computer-generated image created us ing an algorithm intended to create a realistic representation of natural elements such as wood, marble, grani te, metal, s tone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the “ra ndomness” found in nature. http://en.wikipedia.org/wiki/Procedural_texture Thes e are computer made textures to represent real life textures. Physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. Typically, simulation physics is only a close approximation to real physics, and computation is performed using discrete values. There are several elements that form components of s imulation physics including the physics engine, program code that i s used to simulate Newtonian physics within the envi ronment, and collision detection, used to solve the problem of determining when any two or more physical objects in the environment cross each other's path. http://en.wikipedia.org/wiki/Game_physics Phys ics in an engine can vary from how a player reacts within the envi ronment to the des truction of a building.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. Whi le the topic is most often associated with its use in video games and other physical simulations, it also has applications in robotics. In addition to determining whether two objects have collided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the s et of intersecting points).[1] Collision response deals with s imulating what happens when a collision is detected (see phys ics engine, ragdoll physics). Solving collision detection problems requires extensive use of concepts from linear algebra and computational geometry. http://en.wikipedia.org/wiki/Collision_detection Col l ision is used so that models do not s ta rted to cl ip into each other. Lighting Computer graphics lighting refers to the simulation of light in computer graphics. This simulation can either be extremely accurate, as is the case in an application like Radiance which attempts to track the energy flow of light interacting with materials using radiosity computational techniques. Alternatively, the simulation can simply be inspired by l ight phys ics, as i s the case with non-photorealistic rendering. In both cases, a shading model i s used to describe how surfaces respond to light. Between these two extremes, there are many di fferent rendering approaches which can be employed to achieve almost any desired vi sual result. http://en.wikipedia.org/wiki/Computer_graphics_lighting Light i s used so that the envi ronment made in a game looks more realistic.
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 AA – Anti- Aliasing Anti -aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Speci fic topics in anti-aliasing include: Anti -aliasing filter, a filter used before a s ignal sampler, to res trict the bandwidth of a s ignal Spatial anti-aliasing, the technique of minimizing aliasing when representing a high-resolution image at a lower resolution Supersample anti-aliasing, a method of smoothing images rendered in computer-generated imagery Mul ti sample anti-aliasing, a type of anti-aliasing, a technique used in computer graphics to improve image quality Temporal anti-aliasing, techniques to reduce or remove the effects of temporal aliasing http://en.wikipedia.org/wiki/Anti-aliasing Anti -aliasing i s used to make a pixelated surface look smoother. LoD – Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as i t moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or pos ition. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline s tages, usually vertex transformations. The reduced vi sual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. http://en.wikipedia.org/wiki/Level_of_detail The level of Deta il in a model depends on how many polygons are being used for example to the polygons a model has, the more deta iled it wi l l be.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Animatio n Animation is the process of creating a continuous motion and shape change illusion by means of the rapid display of a sequence of s tatic images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are arti sts who specialize in the creation of animation. http://en.wikipedia.org/wiki/Animation Animation is what i s used to give an enti ty l ife l ike giving i t a walk cycl e. Sprite In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that i s integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) Sprites are character made up of pixels. Sprites are popular in games like Legend of Zelda and Mario
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Scene A cuts cene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues. Cuts cenes often feature "on the fly" rendering, using the gameplay graphics to create s cripted events. Cutscenes can al so be animated, live action, or pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay i ts elf) are referred to as "full motion videos" or "FMVs". Other cuts cenes can simply just be text interludes with speech bubbles over the characters' faces. http://en.wikipedia.org/wiki/Cutscene A s cene is used in a game for cinematic sequences. Library The Lightweight Java Game Library (LWJGL) is an open source Java software library for computer game developers. LWJGL exposes high performance cross-platform libraries commonly used in developing software games and mul timedia titles. It exposes OpenGL (Open Graphics Library), OpenAL (Open Audio Library), OpenCL (Open Computing Language) and allows access to controllers such as gamepads, steering wheels and joysticks in a platform-neutral way. http://en.wikipedia.org/wiki/Lightweight_Java_Game_Librar y A l ibrary i s where games can be s tored and allows access with mul tiple types of control lers.
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 UI The us er interface, in the industrial design field of human– machine interaction, is the space where interactions between humans and machines occur. The goal of this interaction i s effective operation and control of the machine on the user's end, and feedback from the machine, which aids the operator in making operational decisions. Examples of thi s broad concept of user interfaces include the interactive aspects of computer operating systems, hand tool s, heavy machinery operator controls, and process control s. The design considerations applicable when creating user interfaces are related to or involve such disciplines as ergonomics and psychology. http://en.wikipedia.org/wiki/User_interface The UI i s an interface where the user can interact with mul tiple settings. Frames Frame rate, also known as frame frequency and frames per second (FPS), is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to film and video cameras, computer graphics, and motion capture systems. Frame rate i s most often expressed in frames per second (FPS) and is al so expressed in progressive s can monitors as hertz (Hz). http://en.wikipedia.org/wiki/Frame_rate Frames per second depends on what i s going on in the game, l ike, for example, in Minecraft if too much TNT i s blown up, i t can caus e a low frame rate. Concept Concept art is a form of illustration used to convey an idea for use in (but not limited to) films, video games, animation, or comic books before i t is put into the final product. Concept art i s also referred to as visual development and/or concept des ign. This term can also be applied to retail, set, fashion, architectural and industrial design. http://en.wikipedia.org/wiki/Concept_art Concept can be shown is mul tiple ways with art, wri tten des criptions or mind maps.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Event In computing, an event is an action or occurrence detected by the program that may be handled by the program. Typically events are handled synchronously with the program flow, that is, the program has one or more dedicated places where events are handled, frequently an event loop. Typical sources of events include the user (who presses a key on the keyboard, in other words, through a keystroke). Another source is a hardware device such as a timer. Any program can trigger i ts own custom s et of events as well, e.g. to communicate the completion of a task. A computer program that changes its behavior in response to events is said to be event-driven, often with the goal of being interactive. http://en.wikipedia.org/wiki/Event_(computing) Events are l ike cuts cenes in which the player does nothing or it can be a quick time event Pathfindi ng Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research i s based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding Pathfinding i s used for AI to make sure that they don’t s tart walking into wal ls.