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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 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: 
Lewis 
Brady 
RESEARCHED DEFINITION (provide short 
internet researched definition and URL link) 
DESCRIBE THE RELEVANCE OF 
THE RESEARCHED TERM TO 
YOUR OWN PRODUCTION 
PRACTICE? 
IMAGE SUPPORT 
(Provide an image 
and/or video link of 
said term being used 
in a game) 
VIDEO 
GAMES / 
VIDEO 
GAME 
TESTING 
Demo A game demo is a freely distributed piece 
of an upcoming or recently released video 
game. Demos are typically released by the 
game's publisher to help consumers get a 
feel of the game before deciding whether 
to buy the full version. 
http://en.wikipedia.org/wiki/Game_demo 
A demo is a Short version of 
a game but does not 
include the full game as it is 
giving the player a taste of 
what the game he i s playing 
would be l ike and most 
demos produced are free 
so everyone i s able to test 
the games mechanics and 
gameplay. 
1.) 
https ://www.yout 
ube.com/watch?v 
=z_JFDPCtXFY 
2.) 
https ://www.yout 
ube.com/watch?v 
=03bw6-V_M3o 
Beta Beta means that these games are still in 
development and are not yet in their final 
vers ion. We are letting users test them out 
and give us their feedback so that we can 
make further improvements to make these 
games as effective and enjoyable as 
pos sible. 
https ://help.lumosity.com/hc/en-us 
/articles/202172720-What-are-beta-games- 
A beta game i s in i ts latest 
s tages of development and 
i s just having its final minor 
tweaks to improve game 
before being released, and 
as a result in this the game 
should have little to know 
latency issues as I has been 
moved from alpha to beta, 
then when the developer 
thinks is has been improved 
to a substantial level he will 
de ci de when i t’s to be fully 
released. 
1.) 
https ://www.yout 
ube.com/watch?v 
=b9ZykUaHBWE 
2.) 
https ://www.yout 
ube.com/watch?v 
=Ll z_ND9DgbY 
Alpha A working alpha state game i s the game 
i ts elf with all the basic core concepts in 
place (and most likely some still being 
developed or drawn up) allowing players 
the base freedoms that allow the game to 
resolve gameplay issues, early exploits, 
small bugs, major bugs, early balancing and 
many other i ssues that you wont see in a 
ful ly released game that does not s tate 
that i ts an alpha or beta state game. 
http://steamcommunity.com/app/255500/ 
di s cussions/0/630800445001699632/?insi 
deModal=1 
An alpha game is in i ts early 
s tages of development and 
i s s till having major updates 
to i t and is not ready for 
being fully published. 
1.) 
https ://www.yout 
ube.com/watch?v 
=WgTQglGvNUs 
2.) 
https ://www.yout 
ube.com/watch?v 
=6wYGQ2NWvIw 
Pre-Alpha Pre-Alpha means that the game still has a 
s cheduled list of code and assets to be 
wri tten and created. The game i s buggy, i t 
l a cks features, it’s prone to cra shing and 
performance i ssues. There will be issues 
with the frame-rate of the game, and 
things that work in one release being a bit 
broken in the next. Pre-Alpha means that 
the game has not yet reached the s tage of 
a pre-alpha game is in i ts 
earliest s tages of 
development and is having 
game changing updates in 
terms with resolution 
settings and characters 
models and there is little of 
the game that has been 
added yet. 
1.) 
https ://www.yout 
ube.com/watch?v 
=TTaIk7akOUw 
2.) 
https ://www.yout 
ube.com/watch?v 
=uQOPb9p3HTQ
compl etion where i t can be described as 
“Al pha”. 
https ://carmageddon.zendesk.com/hc/en-us 
/articles/200416352-What-does-Pre- 
Alpha-mean- 
Gold A golden master, or GM, is the final version 
of a software program that is sent to 
manufacturing and is used to make retail 
copies of the software. The golden master 
follows several other s tages in the software 
development process including the alpha, 
beta, and release candidate s tages. The 
final release candidate (RC) becomes the 
"release to manufacturing" (RTM) version, 
which is also called the golden master. 
http://www.techterms.com/definition/gol 
denmaster 
Golden master is a stage in 
the software release cycl e 
in which the software is in 
i ts full and final 
development stage and is 
ready to be delivered to the 
cus tomer or to be 
published commercially. 
The term was initially 
coined by Apple Computers 
to specify software 
products that have passed 
the entire 
production/development 
and testing phases. 
1.) 
http://wpuploads. 
appadvice.com/wp 
- 
content/uploads/2 
013/09/goldmaste 
r.png 
2.) 
https ://www.yout 
ube.com/watch?v 
=5Gvp9HRjwZw 
Debug Debugging is the process of locating and 
fixing or bypassing bugs (errors) in 
computer program code or the engineering 
of a hardware device. To debug a program 
or hardware device i s to start with a 
problem, i solate the source of the 
problem, and then fix i t. A user of a 
program that does not know how to fix the 
problem may learn enough about the 
problem to be able to avoid i t until it is 
permanently fixed. When someone says 
they've debugged a program or "worked 
the bugs out" of a program, they imply that 
they fixed i t so that the bugs no longer 
exi s t. 
http://searchsoftwarequality.techtarget.co 
m/definition/debugging 
Is a process of finding 
computer bugs, or defects, 
in a computer program or a 
piece of electronic 
hardware, making i t behave 
in an unexpected manner. 
Debugging tends to be 
harder when various 
sys tems are tightly coupled, 
as a change in one may 
caus e bugs to emerge in 
another. 
1.) 
https ://www.yout 
ube.com/watch?v 
=_uzSw_fb7NQ 
2.) 
https ://www.yout 
ube.com/watch?v 
=IP0nMv_NI1s 
Automati 
on 
Automation or automatic control, i s the 
use of various control systems for 
operating equipment such as machinery, 
processes in factories, boilers and heat 
treating ovens, switching in telephone 
networks, steering and stabilization of 
ships, aircraft and other applications with 
minimal or reduced human intervention. 
Some processes have been completely 
automated. 
http://en.wikipedia.org/wiki/Automation 
Automation has been 
achieved by various 
meathods including 
electrical, electronic and 
computers, usually in 
combination. Complicated 
sys tems, such as modern 
factories and ships use all 
thes e combined 
techniques. 
1.) 
https ://www.yout 
ube.com/watch?v 
=o4mPJMiX0mk 
2.) 
https ://www.yout 
ube.com/watch?v 
=Pl jTAgGFYYo 
White-Box 
Tes ting 
White-box testing i s a methodology used 
to ensure and validate the internal 
framework, mechanisms, objects and 
components of a software application. 
White-box testing verifies code according 
to des ign specifications and uncovers 
application vulnerabilities. 
http://www.techopedia.com/definition/38 
91/white-box-testing 
In white-box testing an 
internal perspective of the 
sys tem, as well as 
programming, are used to 
des ign tests. The tester 
chooses inputs to paths 
through the code and 
determines the correct 
outputs. This i s analogous 
to tes ting nodes into in-ci 
rcui t testing (ICT). 
1.) 
https ://www.yout 
ube.com/watch?v 
=3CHRUAMIrVE 
2.) 
https ://www.yout 
ube.com/watch?v 
=FTnjGxu5HPk 
Bug In computer technology, a bug is a coding 
error in a computer program. (Here we 
cons ider a program to also include the 
microcode that i s manufactured into a 
A software bug is an fault in 
a computer program that 
causes it to produce an 
incorrect result, or to 
1.) 
https ://www.yout 
ube.com/watch?v 
=jVPFM7H4Hug
microprocessor.) The process of finding 
bugs before program users do is called 
debugging, Debugging starts after the code 
i s fi rst wri tten and continues in successive 
s tages as code i s combined with other 
uni ts of programming to form a software 
product, such as an operating system or an 
application. After a product i s released or 
during public beta testing, bugs are still apt 
to be di scovered. When this occurs, users 
have to either find a way to avoid using the 
"buggy" code or get a patch from the 
originators of the code. 
http://searchsoftwarequality.techtarget.co 
m/definition/bug 
behave in unexpected 
ways . Most bugs compile 
from mi s takes made by 
people in either a 
program's source code, or 
in frameworks and 
operating systems used by 
such programs, and a few 
are caused by compilers 
producing an incorrect 
code. 
2.) 
https ://www.yout 
ube.com/watch?v 
=LgRsXlbftQY 
GAME 
ENGINES 
Vertex 
Shader 
A programmable function in display 
adapters that offers a graphics application 
programmer flexibility in rendering an 
image. The vertex shader is used to 
trans form the attributes of vertices (points 
of a triangle) such as color, texture, 
pos ition and direction from the original 
color space to the display space. It allows 
the original objects to be distorted or 
reshaped in any manner. 
http://www.pcmag.com/encyclopedia/ter 
m/53754/vertex-shader 
Vertex shaders are run 
once for each vertex given 
to the graphics processor. 
The purpose of this is to 
trans form each of the 
vertex's 3D position in 
vi rtual space to 2D 
coordinates at which it 
appears on the s creen. 
1.) 
https ://www.yout 
ube.com/watch?v 
=1G37-Yav2ZM 
2.) 
https ://www.yout 
ube.com/watch?v 
=2ZNJ_KytrE4 
Pixel 
Shader 
The name used to describe the method in 
which a GPU applies textures and renders 
pixels to the display. Pixel Shaders are used 
to give a more realistic look to objects, 
such as reflections. 
http://www.webopedia.com/TERM/P/Pixel 
_Shader.html 
Pixel shaders range from 
outputting the same color, 
to applying a lighting value, 
to doing bump mapping, 
shadows and translucency . 
They can alter the depth of 
the fragment or output 
more than one color if 
mul tiple render ta rgets are 
active at once. 
1.) 
https ://www.yout 
ube.com/watch?v 
=utKHLHbShkk 
2.) 
https ://www.yout 
ube.com/watch?v 
=Hni9oexEHyE 
Pos t 
Proces sin 
g 
Current generation gaming systems are 
abl e to render 3D graphics using floating 
point frame buffers, in order to produce 
HDR images. To produce the bloom effect, 
the HDR images in the frame buffer are 
convolved with a convolution kernel in a 
pos t-processing step, before converting to 
RGB space. The convolution step usually 
requi res the use of a large gaussian kernel 
that i s not practical for realtime graphics, 
caus ing the programmers to use 
approximation methods. 
http://en.wikipedia.org/wiki/Bloom_(shad 
er_effect) 
Pos t-processing is used 
mos tly in 3D rendering, 
especially for video games. 
Instead of rendering 3D 
objects to the display, the 
s cene is rendered to a 
buffer in the memory of the 
video card. Pixel shaders 
are then used and applied 
to the post-processing 
fi l ters to the image buffer 
before displaying it to the 
s creen. 
1.) 
https ://www.yout 
ube.com/watch?v 
=jXXe8-twFEY 
2.) 
https ://www.yout 
ube.com/watch?v 
=wSsC1oOmZcY 
Rendering Rendering is the process of generating an 
image from a model (or models in what 
col lectively could be called a scene file), by 
means of computer programs. A s cene file 
conta ins objects in a s trictly defined 
language or data structure; i t would 
conta in geometry, viewpoint, texture, 
l ighting, and shadinginformation as a 
des cription of the vi rtual s cene. 
http://www.princeton.edu/~achaney/tmve 
/wiki100k/docs/Rendering_(computer_gra 
phics).html 
Rendering is one of the 
topics of 3D computer 
graphics, In the graphics 
pipeline, i t is the last step, 
giving the final appearance 
to the models and 
animation. With the 
increasing sophistication of 
computer graphics i t has 
become a more of a 
important subject. 
1.) 
https ://www.yout 
ube.com/watch?v 
=EJXWLo__PUc 
2.) 
https ://www.yout 
ube.com/watch?v 
=mqt3kPc0zik
Normal 
Map 
A normal map is usually used to fake high-res 
geometry detail on what is actually a 
low-res mesh. Each pixel of a normal map 
i s used to transfer the normal that's on the 
high-res mesh onto the surface of the low-res 
mesh. The red, green, and blue 
channels of the texture are used to control 
the di rection of each pixel's normal. The 
pixels in the normal map basically control 
what direction each of the pixels on the 
low-poly model will be facing, controlling 
how much lighting each pixel will receive, 
and thus creating the illusion of more 
surface detail or better curvature. The 
process of transferring normals from the 
high-res model to the in-game model i s 
often called baking. 
http://tech-artists.org/wiki/Normal_Map 
In 3D computer graphics, 
normal mapping is a 
technique used for faking 
the l ighting of bumps and 
dents an implementation of 
bump mapping. It is used to 
add details without using 
subtantially more polygons. 
A common use of this 
technique is to define the 
appearance and details of a 
low polygon model by 
generating a normal map 
from a height map. 
1.) 
https ://www.yout 
ube.com/watch?v 
=xrN5jgA8ia8 
2.) 
https ://www.yout 
ube.com/watch?v 
=gWcfZAAHToU 
Enti ty An Enti ty Sys tem is s imply a game 
architecture, which i s used to help you 
manage your game, no matter how 
complex i t may need to be. Entity Systems 
help split up your logic from your data, 
much the same way the MVC design 
pattern helps you split your model from 
your view-controller. An Entity System i s 
typically split into three major parts: 
enti ties, components and systems. 
https ://github.com/miguelmartin75/anax/ 
wiki /What-is-an-Entity-System%3F 
An enti ty within a game is 
something that exists in 
i ts elf, actually and has no 
mas s within the game. In 
particular, abstractions and 
legal fictions are usually 
regarded as entities. 
1.) 
https ://www.yout 
ube.com/watch?v 
=mHCm52LprVg 
2.) 
https ://www.yout 
ube.com/watch?v 
=NiCB01F4jEs 
UV Map Thi s process projects a texture map onto a 
3D object. The letters "U" and "V" denote 
the axes of the 2D texture because "X", "Y" 
and "Z" are already used to denote the 
axes of the 3D object in model space. 
http://en.wikipedia.org/wiki/UV_mapping 
UV mapping permits 
polygons that make up a 3D 
object to be painted with 
color from an image. The 
image is called a UV texture 
map, but it's just an 
ordinary image. The UV 
mapping process involves 
as signing pixels in the 
image to surface mappings 
on the polygon, this is 
usually done by copying a 
triangle shaped piece of the 
image map and pasting i t 
onto a triangle on the 
object. 
1.) 
https ://www.yout 
ube.com/watch?v 
=i IvTUDgaXik 
2.) 
https ://www.yout 
ube.com/watch?v 
=f2-FfB9kRmE 
Procedura 
l Texture 
An algorithmic way of describing a texture. 
Unl ike a bitmapped texture, in which the 
texture i s represented as a bitmap, a 
procedural texture describes the texture 
mathematically. Although not widely used, 
thi s method is resolution independent and 
can create more precise textures, 
especially i f there is great and varying 
depth to the objects being textured. 
Procedural textures may be 2D or 3D. See 
texture mapping and volumetric texture. 
http://www.yourdictionary.com/procedura 
l -texture 
A procedural texture is a 
computer-generated image 
created by using an 
algorithm to create a 
realistic representation of 
natural materials such as 
wood, marble, granite, 
meta l and s tone. 
1.) 
https ://www.yout 
ube.com/watch?v 
=QpkpJ9Cs rkk 
2.) 
https ://www.yout 
ube.com/watch?v 
=_8CmR_5KXFo 
Phys ics A phys ics engine is a s cripting method used 
for creating the physics, or movement, in a 
project. This movement can include 
jumping, side-motion, wall-jumping, and 
A phys ics engine is 
computer software that 
provides an approximate 
s imulation of certain 
1.) 
https ://www.yout 
ube.com/watch?v 
=3-XZ-LJC7_8
more. Phys ics engines are commonly 
des igned once and used for many projects 
or borrowed by other users to save the 
time of recreating one. 
http://wiki.scratch.mit.edu/wiki/Physics_E 
ngines 
phys ical systems, such as 
rigid body dynamics, soft 
body dynamics and fluid 
dynamics, is of use in the 
domains of computer 
graphics, video games and 
fi lm production. 
2.) 
https ://www.yout 
ube.com/watch?v 
=9v4Mvm8k7sw 
Col l ision Col l ision detection comes in two forms, 
di s crete and continuous. Advanced engines 
support both, as they have different 
properties. In general, continuous collision 
detection is very expensive and only used 
where it i s really needed. The majority of 
col l ision and physics is handled using 
di s crete methods. In discrete methods, 
objects will end up penetrating each other, 
and the physics engine then works to push 
them apart. So the engine does not 
actually s top a player from walking partially 
through a wall or the floor, i t just fixes it up 
after detecting that the player is partially in 
the wall/floor. I'm going to focus on 
di s crete collision detection here, since 
that's what I have the most experience 
implementing from s cratch. 
http://gamedev.s tackexchange.com/questi 
ons /26501/how-does-a-collision-engine-work 
Col l ision detection refers to 
the problem of detecting 
the intersection of two or 
several more objects. While 
the topic i s often associated 
with i ts use in video games 
and other physical 
s imulations, it also has 
applications in robotics. 
1.) 
https ://www.yout 
ube.com/watch?v 
=NGh-Vh_NYO0 
2.) 
https ://www.yout 
ube.com/watch?v 
=PJZpDQMtOk8 
Lighting Simulated illumination is defined as the 
method by which vi rtual 3D game 
envi ronments are rendered taking into 
account all lighting information in the 
s cene. Due to the flexibility of game 
rendering engines, and the variety of game 
s tyles, we organize simulated illumination 
exhibited in games into a dimension 
ranging from more abstract forms of l ight 
a nd colour re presentation, e.g. “Rez” 
(United Game Arti sts, 2002), through cel-shaded 
games, to those that approach 
photorealism (which incorporate a range of 
l ighting that approximates the visual 
experience of real space). 
http://gamestudies.org/0701/articles/elna 
s r_niedenthal_knez_almeida_zupko 
Lighting or what is normally 
referred to as Global 
i l lumination i s generally 
used in 3D computer 
graphics that are meant to 
add more realistic lighting 
to 3D s cenes. 
1.) 
https ://www.yout 
ube.com/watch?v 
=YQw4YqutWsE 
2.) 
https ://www.yout 
ube.com/watch?v 
=a5FzvJxhj_0 
AA – Anti - 
Al iasing 
Smoothing the jagged appearance of 
diagonal lines in a bitmapped image. The 
pixels that surround the edges of the line 
are changed to varying shades of gray or 
color in order to blend the sharp edge into 
the background. This technique is also 
cal led "dithering," but is usually known as 
anti -aliasing when applied to diagonal and 
curved l ines. 
http://www.pcmag.com/encyclopedia/ter 
m/37810/anti-aliasing 
Anti -aliasing means 
removing components that 
have a higher frequency 
than i s able to be properly 
shown by the recording 
device. This removal is 
done before sampling at a 
lower resolution. 
1.) 
https ://www.yout 
ube.com/watch?v 
=DY47bTEiGVM 
2.) 
https ://www.yout 
ube.com/watch?v 
=DxAb2A9jeFg 
LoD – 
Level of 
Deta il 
One important component of this 
"language" is the level of detail -- or the 
specificity required for a particular element 
at a particular stage of the project. The 
level of detail for a BIM model must 
correspond to the needs of the modeler, 
the project engineer, and the estimators 
Level of detail involves 
decreasing the complexity 
of a 3D object as it moves 
away from the viewer or to 
the other metrics such as 
object importance or 
pos ition. Level of detail 
1.) 
https ://www.yout 
ube.com/watch?v 
=I1wObzEm4_4 
2.) 
https ://www.yout 
ube.com/watch?v
and s chedulers. LOD identifies how much 
information is known about a model 
element at a given time. 
http://www.vicosoftware.com/BIM-Level-of- 
Detail/tabid/89638/ 
techniques increases the 
efficiency of rendering by 
decreasing the workload on 
graphics pipeline stages. 
=Vs I3JggyhpA 
Animation A s imulation of movement created by 
di splaying a s eries of pictures, or frames. 
Cartoons on television is one example of 
animation. Animation on computers is one 
of the chi ef ingredients of 
mul timediapresentations. There are many 
software applications that enable you to 
create animations that you can display on a 
computer monitor. 
http://www.webopedia.com/TERM/A/ani 
mation.html 
Animation is modeled and 
manipulated by an 
animator. The animator 
usually starts by creating a 
3D polygon mesh to 
manipulate. A mesh 
includes vertices that are 
connected by edges and 
faces, to give the 
appearance of form to a 3D 
object or environment. the 
mesh is then given an 
internal structure called 
that can be used to control 
the mesh by weighting the 
vertices. 
1.) 
https ://www.yout 
ube.com/watch?v 
=XYd3YZdpJTE 
2.) 
https ://www.yout 
ube.com/watch?v 
=RkxKlkCV4xU 
Sprite A spri te is a bitmap graphic that is designed 
to be part of a larger s cene. It can ei ther be 
a s tatic image or an animated graphic. 
Examples of spri tes include objects in 2D 
video games, icons that are part of an 
application user interface, and small 
images published on websites. 
http://www.techterms.com/definition/spri 
te 
A spri te is a two-dimensional 
animation that 
i s integrated into a scene. 
Including graphical objects 
handled separately from 
the memory bitmap of a 
video display, this now 
includes various graphical 
manners. 
1.) 
https ://www.yout 
ube.com/watch?v 
=a3NBt3FjBm0 
2.) 
https ://www.yout 
ube.com/watch?v 
=g0zfDs99z-E 
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. 
http://en.wikipedia.org/wiki/Cutscene 
Scene is a computer art 
that specializes in 
producing demos, which 
are vi sual presentations 
that run on a computer. 
The main goal of a demo is 
to show off programming 
ski lls. 
1.) 
https ://www.yout 
ube.com/watch?v 
=ApKG87BM84U 
2.) 
https ://www.yout 
ube.com/watch?v 
=Be9hhIIwwgQ 
Library A l ibrary i s a useful framework to tackle a 
specific need within a game engine. A 
framework that entails the needs for a 
compl ete game is a game engine. 
http://gamedev.s tackexchange.com/questi 
ons /10770/whats-the-difference-between-a- 
l ibrary-and-an-engine 
A graphics l ibrary i s a 
program library designed to 
help in rendering computer 
graphics to a monitor. This 
involves providing clearer 
vers ions of functions that 
handle rendering tasks. 
1.) 
https ://www.yout 
ube.com/watch?v 
=IPGfrNQceT8 
2.) 
https ://www.yout 
ube.com/watch?v 
=Ub_wf8wJAds 
UI In information technology, the user 
interface (UI) i s everything designed into 
an information device with which a human 
being may interact -- including display 
s creen, keyboard, mouse, l ight pen, the 
appearance of a desktop, i lluminated 
characters, help messages, and how an 
application program or a Web site invites 
interaction and responds to i t. 
http://searchsoa.techtarget.com/definition 
/user-interface 
The us er interface, in the 
industrial design is the 
where interactions 
between people and 
computers occur. The goal 
of thi s is to effectively 
operate control of the 
computer on the user's 
end. Examples of this 
concept of user interfaces 
include the interactive 
aspects of computer 
operating systems, 
operator controls, and 
1.) 
https ://www.yout 
ube.com/watch?v 
=gMZRwGqj6nM 
2.) 
https ://www.yout 
ube.com/watch?v 
=d74O-b4g2ao
process controls. 
Frames Data transmission term for variable-size 
packet of data bits in a particular format 
and with codes (called flags) that mark the 
beginning and end of the packet. A frame 
generally contains its own control 
ins tructions, and information for 
addressing and error detection. Depending 
on the protocol of the network, it may be 
al so be called a block or cell. 
http://www.businessdictionary.com/defini 
tion/frame.html 
In computer networking, a 
frame is a digital data 
transmission unit that 
includes frame 
synchronization, a 
sequence of bits or symbols 
making it possible for the 
receiver to detect the 
beginning and end of the 
packet in the s tream of 
symbols or bits. 
1.) 
https ://www.yout 
ube.com/watch?v 
=vwWCyH2HfEU 
2.) 
https ://www.yout 
ube.com/watch?v 
=AXHK1ntbe54 
Concept In metaphysics, and especially ontology, a 
concept is a fundamental category of 
exi stence. In contemporary philosophy, 
there are at least three prevailing ways to 
understand what concept i s. 
http://en.wikipedia.org/wiki/Concept 
The focus in making 
Concept has moved from 
squeezing as much out of 
the computer as possible to 
making stylish, beautiful, 
wel l-designed real time 
artwork to be added to the 
game. 
1.) 
https ://www.yout 
ube.com/watch?v 
=EM58x2RwXWQ 
2.) 
https ://www.yout 
ube.com/watch?v 
=LOCMGR2WB00 
Event An event, in a computing context, i s any 
identifiable occurrence that has 
s ignificance for system hardware or 
software. User-generated events include 
keys trokes and mouse clicks, among a wide 
variety of other possibilities. System-generated 
events include program loading 
and errors, also among a wide variety of 
other possibilities. 
http://searchsoa.techtarget.com/definition 
/event 
An event i s an action or 
occurrence detected by the 
program that may be 
handled by the program. 
Events are handled with the 
program flow, that is, the 
program has one or more 
places where events are 
handled, frequently an 
event loop. 
1.) 
https ://www.yout 
ube.com/watch?v 
=5v4Zbqn20hs 
2.) 
https ://www.yout 
ube.com/watch?v 
=8BnlKyWi1iA 
Pathfindin 
g 
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 is based heavily on Dijkstra's 
algorithm for finding the shortest path on a 
weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
Pathfinding in video games 
features the way in which a 
moving AI finds a path 
around an obstacle, and the 
mos t frequent example i s 
s trategy games in which the 
player directs units around 
obs tacles. Pathfinding has 
grown in important 
recently as games and their 
envi ronments have become 
more complex, and as a 
result in this many AI 
packages have been 
developed. 
1.) 
https ://www.yout 
ube.com/watch?v 
=sztPglYAdvE 
2.) 
https ://www.yout 
ube.com/watch?v 
=RSU6pZnzBUM

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Lewis brady engine_terminology (edited version)

  • 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: Lewis Brady RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAMES / VIDEO GAME TESTING Demo A game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version. http://en.wikipedia.org/wiki/Game_demo A demo is a Short version of a game but does not include the full game as it is giving the player a taste of what the game he i s playing would be l ike and most demos produced are free so everyone i s able to test the games mechanics and gameplay. 1.) https ://www.yout ube.com/watch?v =z_JFDPCtXFY 2.) https ://www.yout ube.com/watch?v =03bw6-V_M3o Beta Beta means that these games are still in development and are not yet in their final vers ion. We are letting users test them out and give us their feedback so that we can make further improvements to make these games as effective and enjoyable as pos sible. https ://help.lumosity.com/hc/en-us /articles/202172720-What-are-beta-games- A beta game i s in i ts latest s tages of development and i s just having its final minor tweaks to improve game before being released, and as a result in this the game should have little to know latency issues as I has been moved from alpha to beta, then when the developer thinks is has been improved to a substantial level he will de ci de when i t’s to be fully released. 1.) https ://www.yout ube.com/watch?v =b9ZykUaHBWE 2.) https ://www.yout ube.com/watch?v =Ll z_ND9DgbY Alpha A working alpha state game i s the game i ts elf with all the basic core concepts in place (and most likely some still being developed or drawn up) allowing players the base freedoms that allow the game to resolve gameplay issues, early exploits, small bugs, major bugs, early balancing and many other i ssues that you wont see in a ful ly released game that does not s tate that i ts an alpha or beta state game. http://steamcommunity.com/app/255500/ di s cussions/0/630800445001699632/?insi deModal=1 An alpha game is in i ts early s tages of development and i s s till having major updates to i t and is not ready for being fully published. 1.) https ://www.yout ube.com/watch?v =WgTQglGvNUs 2.) https ://www.yout ube.com/watch?v =6wYGQ2NWvIw Pre-Alpha Pre-Alpha means that the game still has a s cheduled list of code and assets to be wri tten and created. The game i s buggy, i t l a cks features, it’s prone to cra shing and performance i ssues. There will be issues with the frame-rate of the game, and things that work in one release being a bit broken in the next. Pre-Alpha means that the game has not yet reached the s tage of a pre-alpha game is in i ts earliest s tages of development and is having game changing updates in terms with resolution settings and characters models and there is little of the game that has been added yet. 1.) https ://www.yout ube.com/watch?v =TTaIk7akOUw 2.) https ://www.yout ube.com/watch?v =uQOPb9p3HTQ
  • 2. compl etion where i t can be described as “Al pha”. https ://carmageddon.zendesk.com/hc/en-us /articles/200416352-What-does-Pre- Alpha-mean- Gold A golden master, or GM, is the final version of a software program that is sent to manufacturing and is used to make retail copies of the software. The golden master follows several other s tages in the software development process including the alpha, beta, and release candidate s tages. The final release candidate (RC) becomes the "release to manufacturing" (RTM) version, which is also called the golden master. http://www.techterms.com/definition/gol denmaster Golden master is a stage in the software release cycl e in which the software is in i ts full and final development stage and is ready to be delivered to the cus tomer or to be published commercially. The term was initially coined by Apple Computers to specify software products that have passed the entire production/development and testing phases. 1.) http://wpuploads. appadvice.com/wp - content/uploads/2 013/09/goldmaste r.png 2.) https ://www.yout ube.com/watch?v =5Gvp9HRjwZw Debug Debugging is the process of locating and fixing or bypassing bugs (errors) in computer program code or the engineering of a hardware device. To debug a program or hardware device i s to start with a problem, i solate the source of the problem, and then fix i t. A user of a program that does not know how to fix the problem may learn enough about the problem to be able to avoid i t until it is permanently fixed. When someone says they've debugged a program or "worked the bugs out" of a program, they imply that they fixed i t so that the bugs no longer exi s t. http://searchsoftwarequality.techtarget.co m/definition/debugging Is a process of finding computer bugs, or defects, in a computer program or a piece of electronic hardware, making i t behave in an unexpected manner. Debugging tends to be harder when various sys tems are tightly coupled, as a change in one may caus e bugs to emerge in another. 1.) https ://www.yout ube.com/watch?v =_uzSw_fb7NQ 2.) https ://www.yout ube.com/watch?v =IP0nMv_NI1s Automati on Automation or automatic control, i s the use of various control systems for operating equipment such as machinery, processes in factories, boilers and heat treating ovens, switching in telephone networks, steering and stabilization of ships, aircraft and other applications with minimal or reduced human intervention. Some processes have been completely automated. http://en.wikipedia.org/wiki/Automation Automation has been achieved by various meathods including electrical, electronic and computers, usually in combination. Complicated sys tems, such as modern factories and ships use all thes e combined techniques. 1.) https ://www.yout ube.com/watch?v =o4mPJMiX0mk 2.) https ://www.yout ube.com/watch?v =Pl jTAgGFYYo White-Box Tes ting White-box testing i s a methodology used to ensure and validate the internal framework, mechanisms, objects and components of a software application. White-box testing verifies code according to des ign specifications and uncovers application vulnerabilities. http://www.techopedia.com/definition/38 91/white-box-testing In white-box testing an internal perspective of the sys tem, as well as programming, are used to des ign tests. The tester chooses inputs to paths through the code and determines the correct outputs. This i s analogous to tes ting nodes into in-ci rcui t testing (ICT). 1.) https ://www.yout ube.com/watch?v =3CHRUAMIrVE 2.) https ://www.yout ube.com/watch?v =FTnjGxu5HPk Bug In computer technology, a bug is a coding error in a computer program. (Here we cons ider a program to also include the microcode that i s manufactured into a A software bug is an fault in a computer program that causes it to produce an incorrect result, or to 1.) https ://www.yout ube.com/watch?v =jVPFM7H4Hug
  • 3. microprocessor.) The process of finding bugs before program users do is called debugging, Debugging starts after the code i s fi rst wri tten and continues in successive s tages as code i s combined with other uni ts of programming to form a software product, such as an operating system or an application. After a product i s released or during public beta testing, bugs are still apt to be di scovered. When this occurs, users have to either find a way to avoid using the "buggy" code or get a patch from the originators of the code. http://searchsoftwarequality.techtarget.co m/definition/bug behave in unexpected ways . Most bugs compile from mi s takes made by people in either a program's source code, or in frameworks and operating systems used by such programs, and a few are caused by compilers producing an incorrect code. 2.) https ://www.yout ube.com/watch?v =LgRsXlbftQY GAME ENGINES Vertex Shader A programmable function in display adapters that offers a graphics application programmer flexibility in rendering an image. The vertex shader is used to trans form the attributes of vertices (points of a triangle) such as color, texture, pos ition and direction from the original color space to the display space. It allows the original objects to be distorted or reshaped in any manner. http://www.pcmag.com/encyclopedia/ter m/53754/vertex-shader Vertex shaders are run once for each vertex given to the graphics processor. The purpose of this is to trans form each of the vertex's 3D position in vi rtual space to 2D coordinates at which it appears on the s creen. 1.) https ://www.yout ube.com/watch?v =1G37-Yav2ZM 2.) https ://www.yout ube.com/watch?v =2ZNJ_KytrE4 Pixel Shader The name used to describe the method in which a GPU applies textures and renders pixels to the display. Pixel Shaders are used to give a more realistic look to objects, such as reflections. http://www.webopedia.com/TERM/P/Pixel _Shader.html Pixel shaders range from outputting the same color, to applying a lighting value, to doing bump mapping, shadows and translucency . They can alter the depth of the fragment or output more than one color if mul tiple render ta rgets are active at once. 1.) https ://www.yout ube.com/watch?v =utKHLHbShkk 2.) https ://www.yout ube.com/watch?v =Hni9oexEHyE Pos t Proces sin g Current generation gaming systems are abl e to render 3D graphics using floating point frame buffers, in order to produce HDR images. To produce the bloom effect, the HDR images in the frame buffer are convolved with a convolution kernel in a pos t-processing step, before converting to RGB space. The convolution step usually requi res the use of a large gaussian kernel that i s not practical for realtime graphics, caus ing the programmers to use approximation methods. http://en.wikipedia.org/wiki/Bloom_(shad er_effect) Pos t-processing is used mos tly in 3D rendering, especially for video games. Instead of rendering 3D objects to the display, the s cene is rendered to a buffer in the memory of the video card. Pixel shaders are then used and applied to the post-processing fi l ters to the image buffer before displaying it to the s creen. 1.) https ://www.yout ube.com/watch?v =jXXe8-twFEY 2.) https ://www.yout ube.com/watch?v =wSsC1oOmZcY Rendering Rendering is the process of generating an image from a model (or models in what col lectively could be called a scene file), by means of computer programs. A s cene file conta ins objects in a s trictly defined language or data structure; i t would conta in geometry, viewpoint, texture, l ighting, and shadinginformation as a des cription of the vi rtual s cene. http://www.princeton.edu/~achaney/tmve /wiki100k/docs/Rendering_(computer_gra phics).html Rendering is one of the topics of 3D computer graphics, In the graphics pipeline, i t is the last step, giving the final appearance to the models and animation. With the increasing sophistication of computer graphics i t has become a more of a important subject. 1.) https ://www.yout ube.com/watch?v =EJXWLo__PUc 2.) https ://www.yout ube.com/watch?v =mqt3kPc0zik
  • 4. Normal Map A normal map is usually used to fake high-res geometry detail on what is actually a low-res mesh. Each pixel of a normal map i s used to transfer the normal that's on the high-res mesh onto the surface of the low-res mesh. The red, green, and blue channels of the texture are used to control the di rection of each pixel's normal. The pixels in the normal map basically control what direction each of the pixels on the low-poly model will be facing, controlling how much lighting each pixel will receive, and thus creating the illusion of more surface detail or better curvature. The process of transferring normals from the high-res model to the in-game model i s often called baking. http://tech-artists.org/wiki/Normal_Map In 3D computer graphics, normal mapping is a technique used for faking the l ighting of bumps and dents an implementation of bump mapping. It is used to add details without using subtantially more polygons. A common use of this technique is to define the appearance and details of a low polygon model by generating a normal map from a height map. 1.) https ://www.yout ube.com/watch?v =xrN5jgA8ia8 2.) https ://www.yout ube.com/watch?v =gWcfZAAHToU Enti ty An Enti ty Sys tem is s imply a game architecture, which i s used to help you manage your game, no matter how complex i t may need to be. Entity Systems help split up your logic from your data, much the same way the MVC design pattern helps you split your model from your view-controller. An Entity System i s typically split into three major parts: enti ties, components and systems. https ://github.com/miguelmartin75/anax/ wiki /What-is-an-Entity-System%3F An enti ty within a game is something that exists in i ts elf, actually and has no mas s within the game. In particular, abstractions and legal fictions are usually regarded as entities. 1.) https ://www.yout ube.com/watch?v =mHCm52LprVg 2.) https ://www.yout ube.com/watch?v =NiCB01F4jEs UV Map Thi s process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. http://en.wikipedia.org/wiki/UV_mapping UV mapping permits polygons that make up a 3D object to be painted with color from an image. The image is called a UV texture map, but it's just an ordinary image. The UV mapping process involves as signing pixels in the image to surface mappings on the polygon, this is usually done by copying a triangle shaped piece of the image map and pasting i t onto a triangle on the object. 1.) https ://www.yout ube.com/watch?v =i IvTUDgaXik 2.) https ://www.yout ube.com/watch?v =f2-FfB9kRmE Procedura l Texture An algorithmic way of describing a texture. Unl ike a bitmapped texture, in which the texture i s represented as a bitmap, a procedural texture describes the texture mathematically. Although not widely used, thi s method is resolution independent and can create more precise textures, especially i f there is great and varying depth to the objects being textured. Procedural textures may be 2D or 3D. See texture mapping and volumetric texture. http://www.yourdictionary.com/procedura l -texture A procedural texture is a computer-generated image created by using an algorithm to create a realistic representation of natural materials such as wood, marble, granite, meta l and s tone. 1.) https ://www.yout ube.com/watch?v =QpkpJ9Cs rkk 2.) https ://www.yout ube.com/watch?v =_8CmR_5KXFo Phys ics A phys ics engine is a s cripting method used for creating the physics, or movement, in a project. This movement can include jumping, side-motion, wall-jumping, and A phys ics engine is computer software that provides an approximate s imulation of certain 1.) https ://www.yout ube.com/watch?v =3-XZ-LJC7_8
  • 5. more. Phys ics engines are commonly des igned once and used for many projects or borrowed by other users to save the time of recreating one. http://wiki.scratch.mit.edu/wiki/Physics_E ngines phys ical systems, such as rigid body dynamics, soft body dynamics and fluid dynamics, is of use in the domains of computer graphics, video games and fi lm production. 2.) https ://www.yout ube.com/watch?v =9v4Mvm8k7sw Col l ision Col l ision detection comes in two forms, di s crete and continuous. Advanced engines support both, as they have different properties. In general, continuous collision detection is very expensive and only used where it i s really needed. The majority of col l ision and physics is handled using di s crete methods. In discrete methods, objects will end up penetrating each other, and the physics engine then works to push them apart. So the engine does not actually s top a player from walking partially through a wall or the floor, i t just fixes it up after detecting that the player is partially in the wall/floor. I'm going to focus on di s crete collision detection here, since that's what I have the most experience implementing from s cratch. http://gamedev.s tackexchange.com/questi ons /26501/how-does-a-collision-engine-work Col l ision detection refers to the problem of detecting the intersection of two or several more objects. While the topic i s often associated with i ts use in video games and other physical s imulations, it also has applications in robotics. 1.) https ://www.yout ube.com/watch?v =NGh-Vh_NYO0 2.) https ://www.yout ube.com/watch?v =PJZpDQMtOk8 Lighting Simulated illumination is defined as the method by which vi rtual 3D game envi ronments are rendered taking into account all lighting information in the s cene. Due to the flexibility of game rendering engines, and the variety of game s tyles, we organize simulated illumination exhibited in games into a dimension ranging from more abstract forms of l ight a nd colour re presentation, e.g. “Rez” (United Game Arti sts, 2002), through cel-shaded games, to those that approach photorealism (which incorporate a range of l ighting that approximates the visual experience of real space). http://gamestudies.org/0701/articles/elna s r_niedenthal_knez_almeida_zupko Lighting or what is normally referred to as Global i l lumination i s generally used in 3D computer graphics that are meant to add more realistic lighting to 3D s cenes. 1.) https ://www.yout ube.com/watch?v =YQw4YqutWsE 2.) https ://www.yout ube.com/watch?v =a5FzvJxhj_0 AA – Anti - Al iasing Smoothing the jagged appearance of diagonal lines in a bitmapped image. The pixels that surround the edges of the line are changed to varying shades of gray or color in order to blend the sharp edge into the background. This technique is also cal led "dithering," but is usually known as anti -aliasing when applied to diagonal and curved l ines. http://www.pcmag.com/encyclopedia/ter m/37810/anti-aliasing Anti -aliasing means removing components that have a higher frequency than i s able to be properly shown by the recording device. This removal is done before sampling at a lower resolution. 1.) https ://www.yout ube.com/watch?v =DY47bTEiGVM 2.) https ://www.yout ube.com/watch?v =DxAb2A9jeFg LoD – Level of Deta il One important component of this "language" is the level of detail -- or the specificity required for a particular element at a particular stage of the project. The level of detail for a BIM model must correspond to the needs of the modeler, the project engineer, and the estimators Level of detail involves decreasing the complexity of a 3D object as it moves away from the viewer or to the other metrics such as object importance or pos ition. Level of detail 1.) https ://www.yout ube.com/watch?v =I1wObzEm4_4 2.) https ://www.yout ube.com/watch?v
  • 6. and s chedulers. LOD identifies how much information is known about a model element at a given time. http://www.vicosoftware.com/BIM-Level-of- Detail/tabid/89638/ techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages. =Vs I3JggyhpA Animation A s imulation of movement created by di splaying a s eries of pictures, or frames. Cartoons on television is one example of animation. Animation on computers is one of the chi ef ingredients of mul timediapresentations. There are many software applications that enable you to create animations that you can display on a computer monitor. http://www.webopedia.com/TERM/A/ani mation.html Animation is modeled and manipulated by an animator. The animator usually starts by creating a 3D polygon mesh to manipulate. A mesh includes vertices that are connected by edges and faces, to give the appearance of form to a 3D object or environment. the mesh is then given an internal structure called that can be used to control the mesh by weighting the vertices. 1.) https ://www.yout ube.com/watch?v =XYd3YZdpJTE 2.) https ://www.yout ube.com/watch?v =RkxKlkCV4xU Sprite A spri te is a bitmap graphic that is designed to be part of a larger s cene. It can ei ther be a s tatic image or an animated graphic. Examples of spri tes include objects in 2D video games, icons that are part of an application user interface, and small images published on websites. http://www.techterms.com/definition/spri te A spri te is a two-dimensional animation that i s integrated into a scene. Including graphical objects handled separately from the memory bitmap of a video display, this now includes various graphical manners. 1.) https ://www.yout ube.com/watch?v =a3NBt3FjBm0 2.) https ://www.yout ube.com/watch?v =g0zfDs99z-E 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. http://en.wikipedia.org/wiki/Cutscene Scene is a computer art that specializes in producing demos, which are vi sual presentations that run on a computer. The main goal of a demo is to show off programming ski lls. 1.) https ://www.yout ube.com/watch?v =ApKG87BM84U 2.) https ://www.yout ube.com/watch?v =Be9hhIIwwgQ Library A l ibrary i s a useful framework to tackle a specific need within a game engine. A framework that entails the needs for a compl ete game is a game engine. http://gamedev.s tackexchange.com/questi ons /10770/whats-the-difference-between-a- l ibrary-and-an-engine A graphics l ibrary i s a program library designed to help in rendering computer graphics to a monitor. This involves providing clearer vers ions of functions that handle rendering tasks. 1.) https ://www.yout ube.com/watch?v =IPGfrNQceT8 2.) https ://www.yout ube.com/watch?v =Ub_wf8wJAds UI In information technology, the user interface (UI) i s everything designed into an information device with which a human being may interact -- including display s creen, keyboard, mouse, l ight pen, the appearance of a desktop, i lluminated characters, help messages, and how an application program or a Web site invites interaction and responds to i t. http://searchsoa.techtarget.com/definition /user-interface The us er interface, in the industrial design is the where interactions between people and computers occur. The goal of thi s is to effectively operate control of the computer on the user's end. Examples of this concept of user interfaces include the interactive aspects of computer operating systems, operator controls, and 1.) https ://www.yout ube.com/watch?v =gMZRwGqj6nM 2.) https ://www.yout ube.com/watch?v =d74O-b4g2ao
  • 7. process controls. Frames Data transmission term for variable-size packet of data bits in a particular format and with codes (called flags) that mark the beginning and end of the packet. A frame generally contains its own control ins tructions, and information for addressing and error detection. Depending on the protocol of the network, it may be al so be called a block or cell. http://www.businessdictionary.com/defini tion/frame.html In computer networking, a frame is a digital data transmission unit that includes frame synchronization, a sequence of bits or symbols making it possible for the receiver to detect the beginning and end of the packet in the s tream of symbols or bits. 1.) https ://www.yout ube.com/watch?v =vwWCyH2HfEU 2.) https ://www.yout ube.com/watch?v =AXHK1ntbe54 Concept In metaphysics, and especially ontology, a concept is a fundamental category of exi stence. In contemporary philosophy, there are at least three prevailing ways to understand what concept i s. http://en.wikipedia.org/wiki/Concept The focus in making Concept has moved from squeezing as much out of the computer as possible to making stylish, beautiful, wel l-designed real time artwork to be added to the game. 1.) https ://www.yout ube.com/watch?v =EM58x2RwXWQ 2.) https ://www.yout ube.com/watch?v =LOCMGR2WB00 Event An event, in a computing context, i s any identifiable occurrence that has s ignificance for system hardware or software. User-generated events include keys trokes and mouse clicks, among a wide variety of other possibilities. System-generated events include program loading and errors, also among a wide variety of other possibilities. http://searchsoa.techtarget.com/definition /event An event i s an action or occurrence detected by the program that may be handled by the program. Events are handled with the program flow, that is, the program has one or more places where events are handled, frequently an event loop. 1.) https ://www.yout ube.com/watch?v =5v4Zbqn20hs 2.) https ://www.yout ube.com/watch?v =8BnlKyWi1iA Pathfindin g 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 is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding Pathfinding in video games features the way in which a moving AI finds a path around an obstacle, and the mos t frequent example i s s trategy games in which the player directs units around obs tacles. Pathfinding has grown in important recently as games and their envi ronments have become more complex, and as a result in this many AI packages have been developed. 1.) https ://www.yout ube.com/watch?v =sztPglYAdvE 2.) https ://www.yout ube.com/watch?v =RSU6pZnzBUM