The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 27 terms, including alpha, beta, demo, debug, collision, animation, and frames per second. For each term, the student provides a short definition from an online source along with an explanation of how the term relates to their own video game production work and an image or video demonstrating the term. The glossary covers key concepts in game development, testing, engines, graphics, and physics.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions of 12 key video game development terms, with the student providing short definitions sourced from online research and describing the relevance of each term to their own production practice. Examples and images are also provided to support each term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, gold master, debugging, automation, and bug. It also defines graphics and engine related terms such as vertex shader, pixel shader, post-processing, rendering, normal mapping, UV mapping, and physics terms like collision and lighting effects. Each term includes a short definition from an online source as well as a description of how it relates to video game production practice and an image supporting the term.
Y1 gd engine_terminology -MPH (Michael P. Hughes)Mike Hughes
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and links are included to support each definition.
This document contains a glossary of terms related to video game design produced by a student. It includes 9 terms defined with short explanations and references. Each definition includes a short description of how the term relates to the student's own game production practice. The terms are: Demo, Beta, Alpha, Pre-Alpha, Gold, Debug, Automation, White-Box Testing, and Bug. Images and video links are provided to help illustrate each term.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
Michael Hughes - Y1 GD ngine_terminologyMike Hughes
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, bug, game engines, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and videos are also included to illustrate examples of some of the terms.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, pre-alpha, gold, debug, bug, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it provides a short definition from an online source as well as an example of how the term relates to the author's own video game production practice or a relevant image.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions of 12 key video game development terms, with the student providing short definitions sourced from online research and describing the relevance of each term to their own production practice. Examples and images are also provided to support each term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, gold master, debugging, automation, and bug. It also defines graphics and engine related terms such as vertex shader, pixel shader, post-processing, rendering, normal mapping, UV mapping, and physics terms like collision and lighting effects. Each term includes a short definition from an online source as well as a description of how it relates to video game production practice and an image supporting the term.
Y1 gd engine_terminology -MPH (Michael P. Hughes)Mike Hughes
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and links are included to support each definition.
This document contains a glossary of terms related to video game design produced by a student. It includes 9 terms defined with short explanations and references. Each definition includes a short description of how the term relates to the student's own game production practice. The terms are: Demo, Beta, Alpha, Pre-Alpha, Gold, Debug, Automation, White-Box Testing, and Bug. Images and video links are provided to help illustrate each term.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
Michael Hughes - Y1 GD ngine_terminologyMike Hughes
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, bug, game engines, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and videos are also included to illustrate examples of some of the terms.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, pre-alpha, gold, debug, bug, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it provides a short definition from an online source as well as an example of how the term relates to the author's own video game production practice or a relevant image.
This document contains a glossary of terms related to video game design and development. It defines terms like alpha, beta, debug, collision detection, lighting, and anti-aliasing. For each term, it provides a short definition from an online source, describes how the term relates to video game production practice, and includes an image or video link illustrating the term. The glossary contains 10 terms and is part of a BTEC course assignment on sound design for computer games.
This document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including demo, beta, alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, and more. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice. Images and video links are also included to illustrate some of the terms.
This document contains a glossary of terms related to video game design produced by a student. It includes 20 terms defined through online research with accompanying descriptions of how each term relates to video game production practice. Each term also includes an image or video link illustrating the term in a game context. The terms cover areas such as game development cycles, game engines, graphics techniques, gameplay elements, and more.
The document is a glossary assignment for a games design course requiring the student to research and define video game related terms. It consists of the student's research into 20 terms, providing short definitions sourced from online references for each as well as images showing examples of the terms in games and descriptions of how the terms relate to their own work.
This document contains a glossary of terms related to video game design and development. It includes 13 terms such as alpha, beta, demo, debug, bug, and animation. For each term, the student provided a short definition from an online source, described how the term relates to their own game production practice, and included an image or video example when possible. The goal of the assignment was to research and gather definitions for provided glossary terms and relate them to the student's own work.
This document contains a glossary of terms related to video game design and development. It includes 14 terms from areas like video game testing, game engines, animation, and user interface design. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production work. It aims to research and gather definitions for provided glossary terms to demonstrate understanding of key concepts.
This document contains a glossary of video game design and development terms compiled by a student. It includes 14 terms related to video game testing, game engines, graphics, and development. For each term, it provides a short definition from an online source as well as the student's description of how the term relates to their own work in video game production.
The document is a glossary assignment for a games design course requiring students to research and define 15 video game related terms. It includes definitions for terms like alpha testing, beta testing, debugging, collision detection, and pathfinding. Students were asked to provide the definition from an online source along with how it relates to their own game development work.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 20 key terms, including demo, beta, alpha, debug, collision, lighting, and frames. For each term, the student provides a short definition from an online source as well as a one sentence description of how the term relates to their own video game production work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it gives a short definition from an online source, describes how the term relates to the author's own game production practice, and includes an image or video for illustration. The glossary is part of an assignment to research and explain important video game industry terminology.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It includes definitions for terms like "demo," "beta," "alpha," "pre-alpha," "gold," "debug," "automation," and "white-box testing." For each term, the student provided a short definition from an online source, described how the term relates to their own work developing a game, and included an image supporting the term.
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
The document is a glossary assignment for a games design course requiring the student to research and define 15 gaming terms and relate them to their own production practice. For each term, the student provides a short definition from an online source, describes how the term relates to their work, and includes an image or video example. Some of the terms defined and related to the student's practice include demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, vertex shaders, and pixel shaders.
This document contains a student's work on a glossary of terms related to video game design. It includes 10 terms that are defined based on online research, with descriptions of how each term relates to the student's own video game production practice. For each term, an image or video is provided as a visual example. The glossary contains technical terms about game development stages, engines, testing, and graphics.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
This document contains a glossary of terms related to video game design produced by Colin Dockerty. It includes 14 terms with definitions sourced from online references and descriptions of how each term relates to Dockerty's own game production practice. For each term, an image or video is provided as a visual example. The terms cover various aspects of game development including testing stages, engines, textures, physics and more.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
The document summarizes key aspects of internal combustion engines. It discusses the classification of internal combustion engines based on fuel type, ignition method, number of strokes, cycle of operation, cooling system, and more. It also describes the basic constructional details of engines, including common parts like the cylinder, piston, crankshaft, and connecting rod. Additionally, it provides an overview of the operation cycles of two-stroke and four-stroke engines as well as diesel and petrol engines.
This document provides an overview of the key components and functioning of a 4-stroke petrol engine. It describes the cylinder block, piston and rod assembly, crankshaft, piston configurations, valve train types, engine displacement, definitions of terms like TDC and stroke, the four stroke cycle of intake, compression, power, and exhaust strokes, ignition types, camshafts, and the individual functioning of each stroke. It concludes that 4-stroke engines provide more efficiency than 2-stroke engines and are commonly used in vehicles, achieving 40-60% efficiency.
This document contains a glossary of terms related to video game design and development. It defines terms like alpha, beta, debug, collision detection, lighting, and anti-aliasing. For each term, it provides a short definition from an online source, describes how the term relates to video game production practice, and includes an image or video link illustrating the term. The glossary contains 10 terms and is part of a BTEC course assignment on sound design for computer games.
This document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including demo, beta, alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, and more. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice. Images and video links are also included to illustrate some of the terms.
This document contains a glossary of terms related to video game design produced by a student. It includes 20 terms defined through online research with accompanying descriptions of how each term relates to video game production practice. Each term also includes an image or video link illustrating the term in a game context. The terms cover areas such as game development cycles, game engines, graphics techniques, gameplay elements, and more.
The document is a glossary assignment for a games design course requiring the student to research and define video game related terms. It consists of the student's research into 20 terms, providing short definitions sourced from online references for each as well as images showing examples of the terms in games and descriptions of how the terms relate to their own work.
This document contains a glossary of terms related to video game design and development. It includes 13 terms such as alpha, beta, demo, debug, bug, and animation. For each term, the student provided a short definition from an online source, described how the term relates to their own game production practice, and included an image or video example when possible. The goal of the assignment was to research and gather definitions for provided glossary terms and relate them to the student's own work.
This document contains a glossary of terms related to video game design and development. It includes 14 terms from areas like video game testing, game engines, animation, and user interface design. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production work. It aims to research and gather definitions for provided glossary terms to demonstrate understanding of key concepts.
This document contains a glossary of video game design and development terms compiled by a student. It includes 14 terms related to video game testing, game engines, graphics, and development. For each term, it provides a short definition from an online source as well as the student's description of how the term relates to their own work in video game production.
The document is a glossary assignment for a games design course requiring students to research and define 15 video game related terms. It includes definitions for terms like alpha testing, beta testing, debugging, collision detection, and pathfinding. Students were asked to provide the definition from an online source along with how it relates to their own game development work.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 20 key terms, including demo, beta, alpha, debug, collision, lighting, and frames. For each term, the student provides a short definition from an online source as well as a one sentence description of how the term relates to their own video game production work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it gives a short definition from an online source, describes how the term relates to the author's own game production practice, and includes an image or video for illustration. The glossary is part of an assignment to research and explain important video game industry terminology.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It includes definitions for terms like "demo," "beta," "alpha," "pre-alpha," "gold," "debug," "automation," and "white-box testing." For each term, the student provided a short definition from an online source, described how the term relates to their own work developing a game, and included an image supporting the term.
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
The document is a glossary assignment for a games design course requiring the student to research and define 15 gaming terms and relate them to their own production practice. For each term, the student provides a short definition from an online source, describes how the term relates to their work, and includes an image or video example. Some of the terms defined and related to the student's practice include demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, vertex shaders, and pixel shaders.
This document contains a student's work on a glossary of terms related to video game design. It includes 10 terms that are defined based on online research, with descriptions of how each term relates to the student's own video game production practice. For each term, an image or video is provided as a visual example. The glossary contains technical terms about game development stages, engines, testing, and graphics.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
This document contains a glossary of terms related to video game design produced by Colin Dockerty. It includes 14 terms with definitions sourced from online references and descriptions of how each term relates to Dockerty's own game production practice. For each term, an image or video is provided as a visual example. The terms cover various aspects of game development including testing stages, engines, textures, physics and more.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
The document summarizes key aspects of internal combustion engines. It discusses the classification of internal combustion engines based on fuel type, ignition method, number of strokes, cycle of operation, cooling system, and more. It also describes the basic constructional details of engines, including common parts like the cylinder, piston, crankshaft, and connecting rod. Additionally, it provides an overview of the operation cycles of two-stroke and four-stroke engines as well as diesel and petrol engines.
This document provides an overview of the key components and functioning of a 4-stroke petrol engine. It describes the cylinder block, piston and rod assembly, crankshaft, piston configurations, valve train types, engine displacement, definitions of terms like TDC and stroke, the four stroke cycle of intake, compression, power, and exhaust strokes, ignition types, camshafts, and the individual functioning of each stroke. It concludes that 4-stroke engines provide more efficiency than 2-stroke engines and are commonly used in vehicles, achieving 40-60% efficiency.
This document discusses internal combustion engines. It covers classification of IC engines, components, basic nomenclature, applications, engine cycles, valves/ports, fuels, ignition, combustion chambers, load control, and cooling. Reciprocating and rotary engines are classified. The four stroke and two stroke cycles are described. Common engine components are listed. Key engine terms like bore, stroke, swept volume, clearance volume, and compression ratio are defined.
The document describes the major parts and working principle of a 4-stroke petrol engine. It explains the four strokes of the engine cycle: intake stroke, where air-fuel mixture enters the cylinder; compression stroke, where the mixture is compressed; power stroke, where combustion occurs and the piston is pushed down; and exhaust stroke, where exhaust gases are expelled from the cylinder. The major engine parts involved in this cycle are also listed.
The document discusses internal combustion (IC) engines. It begins by defining a heat engine as a system that converts heat or thermal energy into mechanical energy. It then distinguishes between external combustion engines, where combustion occurs outside the engine, and internal combustion engines, where combustion occurs inside the engine. The document goes on to classify IC engines based on their application, design, operating cycle, and whether they use a four-stroke or two-stroke cycle. It provides examples of each and describes the four strokes of a four-stroke engine: intake, compression, power, and exhaust. Advantages of IC engines are also listed.
The document describes the basic workings of an internal combustion engine. It lists the main parts which include the piston, engine cylinder, connecting rod, crank, crank shaft, and spark plug. It then outlines the four strokes of the engine cycle: suction, compression, power, and exhaust strokes. During each stroke, a mixture of fuel and air is drawn in, compressed, ignited by a spark plug, and the exhaust is expelled from the engine.
this is the ppt on 2 stroke and 4 stroke petrol engine. . i made this ppt with the help of dhrumil patel .who is in the L.D. college of engineering in chemical department. . i am very thankful to him for being my great partner. . .thanx dhrumil..
The document is a glossary assignment for a games design course requiring research and definitions of video game terms. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, and others. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included an image or video example when possible.
This document is a glossary assignment from Salford City College requiring the student to research and define video game design and video game terms. It provides definitions for over 20 terms related to video games, game engines, and game development. For each term, the student provided a short definition from an online source, described how the term relates to their own production practice, and included an image or video example when possible.
The document is a glossary assignment for a games design course requiring research and definitions of video game terms. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, and others. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included an image or video example when possible.
The document is a glossary assignment for a games design course requiring the student to research and define 12 terms related to video game development and testing. For each term, the student provides a short definition from an online source, describes how the term relates to their own work, and includes an image or video example when possible. The terms defined include things like alpha/beta testing, debugging, physics engines, collision detection, and more.
This document provides a glossary of terms related to video game design and development. It includes 14 terms with short definitions from online sources and examples of how each term relates to the production process. The terms cover various aspects of game development such as testing phases, game engines, graphics techniques, and physics. For each term, there is a provided image or video to help illustrate the concept.
This document provides a glossary of terms related to video game design and development. It includes definitions for common terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it provides a short definition from an online source, describes how the term relates to the author's own production practice, and includes an image to illustrate the term. The glossary covers terms for game testing, game engines, and graphics techniques like vertex shaders, pixel shaders, and more.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
This document contains a glossary of terms related to video game design produced by a student named Terence Byrne. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. Each term has a short definition from an online source as well as a description of how the term relates to the student's own video game production practice and is accompanied by an image or video example.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
This document contains a glossary of terms related to video game design produced by a student named Joshua Meyer. It includes 20 terms with short definitions sourced from online references. For many terms, Meyer provides examples of how the terms relate to his own video game production practice, such as using demos to test games before purchasing, and how physics mechanics can create interesting gameplay. The glossary covers topics such as video game testing, game engines, animation, and artificial intelligence pathfinding.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like alpha, beta, demo, debug, and gold as they relate to the game development process. It also includes terms related to game engines, graphics, and programming like vertex shaders, pixel shaders, lighting, collision detection, and level of detail. For each term, the student provided an internet definition from a source, described how the term relates to their own game production practice, and included a video example.
Louis hughes y1 gd engine_terminology college workLouisHughes666
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, and others. For each term, the student provided a short definition from an online source as well as a one sentence description of how the term relates to their own video game production practice.
The document is a glossary assignment for a games design course requiring research and definitions of key video game terms. It includes definitions for 15 terms related to video game development, testing, and engines. The definitions provide short explanations and include references to online sources as well as descriptions of how each term relates to the student's own game production practice.
This document contains a glossary of terms related to video game design and development created by a student named Josh Grey. It includes 14 terms such as demo, beta, alpha, pre-alpha, gold, debug, bug, and others. For each term, Josh provides a short definition from an online source as well as his own description of how the term relates to his production practice. He also includes an image or video to support each term. The glossary is part of an assignment for Josh's BTEC Extended Diploma in Games Design course.
The student will create a 3D hack and slash fighting game for their final major project using the Unity engine. The game will feature a player character who fights through multiple levels of enemies to reach bosses, using various fighting moves and combos. Drawing inspiration from games like Shadow of Mordor, Devil May Cry, and Metal Gear Rising, the game will include stealth elements and combat systems. Levels will include puzzles, platforming, and boss battles against stronger enemies. As the player progresses, their character will level up and unlock new abilities, weapons, and combos to defeat stronger opponents.
The document provides weekly progress updates for a student's final major project creating a 3D game. Over several months, the student researches game design, learns coding in C# and uses Unity and other software. They create scripts for player movement, enemy AI and combat. The project hits a setback when the Unity project becomes corrupted, forcing a restart. The student then decides to make the game top-down instead of 3D. Recent work includes new enemy and combat scripts as well as planned assets and improvements to the combat system.
Ha13 land e checklist template 050116 completedcrisgalliano
This document is a legal and ethical checklist agreement between Slide, represented by Andy Boyd, and Cristian Galliano regarding a work for a games design project. Cristian Galliano has checked that the work meets standards for decency and appropriate representation of race, gender, religion and sexuality. Both parties agree to and accept the terms of the checklist, protecting Slide's intellectual property, on February 12, 2016. Notes provide guidance on ensuring the work is ethical and legal, considering issues like privacy, representation, and intellectual property rights.
The document discusses several key hardware technologies for game platforms, including:
- The CPU, which runs most processes for the game.
- The GPU, which handles graphical demands like rendering graphics and textures.
- Interface devices, which allow users to control what happens on the computer through peripherals.
- Connectivity options, like Ethernet cables, that enable a computer to connect to the internet and other devices.
- The power supply, which converts mains power and regulates voltage to power the system components.
Cristian Galliano submitted evidence for assessment of 11 tasks across 3 units: Unit 1 Pre-Production Techniques, Unit 2 Communication Skills for the Creative Media Industries, and Unit 73 Sound for Computer Games. The evidence included blog posts describing methods of sound design and production, cut sequence analysis, scripts, costings, ideas, raw recordings, sound effects with VST tools, a produced audio cut sequence, programmed sounds, and sounds programmed into a game. Cristian signed a declaration confirming the work as his own.
The document describes three sounds that were programmed into a game: a bfb sound, pew sound, and enemy destroyed sound. The bfb sound was for a larger area of effect attack using the ESLine String plugin. The pew sound was for a smaller attack using the Ambience plugin to add delay and reverb. The enemy destroyed sound used the dub delay plugin to add a noticeable delay effect. The sounds were added to the game's sound library and assigned to play at specific events, such as the pew sound playing when a rocket is shot using audio code.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document is a script for a short film that tells the story of two former best friends, Marcy and Bonnie, reconnecting on their last day of high school. As they reminisce about their childhood memories together, including Bonnie carrying gum to share and an exploding science experiment, they discuss growing apart. Their conversation is interrupted when a character named Finn crashes through a wall and lands on Bonnie in a comical moment. The script explores themes of friendship, change, and nostalgia for childhood.
The document discusses aspects of an RPG/adventure and simulation game including that it begins with a flashback between two characters in the past who were once close but have drifted apart. It notes the game was influenced by Persona and Adventure Time and features stereotypical nerd and punk main characters with distinct voices. Details are provided about planning audio for the game, including dialogue recording and foley effects to add ambient sounds like a gentle breeze or rock hitting a bin. Cut scenes are also discussed including a sweet moment between the characters that is interrupted by the comic relief character screaming.
The document provides details about a presentation script for a game cut scene. The cut scene takes place near the beginning of the RPG/adventure and sim game and uses a flashback to show how two main characters who used to be close have drifted apart but want to reconnect. It draws influences from games like Persona, Adventure Time, and Final Fantasy Type-0. The cut scene aims to rekindle the closeness of the two main characters, who are stereotyped as a nerd and punk, but their moment is interrupted by a screaming flying character for comedic effect. Audio for the cut scene will include primarily dialogue but also background sounds created through field recording, foley artistry, and dialogue recording.
This document describes how various audio effects were applied to different sounds to alter them. For a bird squawk, delay and resonance effects were added. Two sounds were processed with granulator and glitch effects to create a distinctive static sound. A choir sample was transformed into something less recognizable by adding dub delay and modulating dry/wet levels. A car accident recording was given a real compressor effect to make it sound more distant.
Sound design pitch and playback analysiscrisgalliano
The document describes editing sounds by adjusting playback rate, adding volume envelopes, and using pitch envelopes. The author slowed one sound by lowering the playback rate, made another sound fade in and out using a volume envelope, lowered the pitch of a third sound by five semitones, and used a pitch envelope to gradually raise the pitch of a fourth sound over its duration.
This document is a script for a short film that tells the story of two former best friends, Marcy and Bonnie, reconnecting on their last day of high school. As they reminisce about their childhood memories together, including Bonnie carrying gum to share and an exploding science experiment, they discuss growing apart. Their conversation is interrupted when a character named Finn crashes through a wall and lands on Bonnie in a comical moment. The script explores themes of friendship, change, and nostalgia for childhood.
The document lists various pieces of sound equipment and their prices for renting or purchasing including:
1) A film studio that can be rented for £15 per hour, a microphone and stand for £199, and MIDI controller that can be rented for £50.
2) Software such as Steinberg Cubase Pro 8 that costs £399.99, microphone cables that are £3.79 each, and a boom pole that costs £82.99.
3) Additional equipment includes a Zoom H1 field recorder for £69, a Samsung monitor for £69.99, an Asus sound card for £114.99, and Duracell AA batteries for £5.79.
This document provides guidance for drafting a personal statement for a BTec Level 3 90 Credit Diploma in Creative Media Production in Games Design. It prompts the writer to answer questions about their dream jobs in the games industry, required qualifications and experience, skills both current and needing development, work experience, interests and hobbies to include in a personal statement. Specifically, it advises focusing on examples of skills used in subjects and activities rather than just listing qualifications, and to discuss skills like problem solving, communication, creativity and teamwork with examples from everyday experience.
This document provides instructions for editing sounds in the Reaper audio editing software. It explains that the green volume bar controls the decibel (dB) level and therefore the loudness of a sound. The orange pan bar controls the left-right positioning of a sound. Sounds can be inserted by dragging them from the media explorer window into the editing grid. Various effects like fading in/out and changing distance can be applied by editing the volume envelope. Merging and splitting sounds allows for smooth transitions between audio clips.
Cristian Galliano has provided his curriculum vitae for a 90 credit Diploma in Creative Media Production with a focus in Games Design at Salford City College Eccles Sixth Form Centre. He has a range of GCSE qualifications including distinctions in Creative Media and BTECs. Cristian has work experience at Tesco and lists skills like being hard working, reliable, and good at meeting deadlines. His interests include music, cinema, games and media.
A sound designer is responsible for recording, managing, and editing all audio elements for films, videos, and games. This includes ensuring high quality sound recordings, understanding various hardware and software, and balancing audio levels so voices are not drowned out by music. Sound designers must work closely with other teams like scriptwriters, artists, and developers to achieve the right audio experience matching the project's vibe. They sequence, integrate and edit sounds during post-production before a project is finalized.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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Community pharmacy- Social and preventive pharmacy UNIT 5
Y1 gd engine_terminology (2)
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:
Cristian
Galliano
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
TESTIN
G
Demo A demonstration of a product or technique.
https ://www.google.co.uk/search?q=demo+definit
ion&oq=Demo+def&aqs=chrome.1.69i57j0l5.4600j
0j8&sourceid=chrome&es_sm=0&ie=UTF-8
A demo for a video game i s a
demonstration of what the videogame will
be l ike. There are usually demos for games
which will soon come out and demos are
usually free.
Thi s image shows a demo version of a game.
Beta The beta version of a game is as close to perfect as
the company can make i t, but any bugs, glitches or
other i ssues discovered in beta testing will usually
be addressed before the game's official release.
http://www.techopedia.com/definition/27136/bet
a-test-gaming
The beta version of a video game is the
final s tage before production. Usually a
beta test of the game will be released so
that the community can test for bugs
which the developers can then patch
before release.
Thi s image shows the beta version of a game.
Alpha means an early version of a program or
application, that is most l ikely unstable, but i s
useful to show what the product will do
https ://www.google.co.uk/search?q=demo+definit
ion&oq=Demo+def&aqs=chrome.1.69i57j0l5.4600j
0j8&sourceid=chrome&es_sm=0&ie=UTF-
8#q=alpha+version+definition&spell=1
An alpha version of a video game is the
vers ion before the beta version; i t is
usually unstable and has a lot of bugs
however the game i s unfinished at this
s tage. Some games get released to the
community in alpha state so that the
developers can get feedback on their work.
Thi s shows gameplay of the alpha version of The Forest.
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
Pre-Alpha A development status given to a program or
application that is usually not feature complete,
and i s not usually released to the public.
http://en.wiktionary.org/wiki/pre-alpha_version
A pre alpha version of a video game i s
where the developers have put together
the concept of the game and began to put
the work into the game. Pre alpha versions
of the ga me usually a ren’t re leased to the
community as they are highly unstable and
conta in a lot of bugs as the game is
nowhere near finished.
Thi s image shows gameplay of the pre-alpha version of
Next Car Game.
Gold In software and application development, a gold
vers ion i s the final stage of software development
and follows the alpha and beta testing cycles
of software development.
http://www.webopedia.com/TERM/G/gold_versio
n.html
A gold version of a game is the final version
of the game and is when most games are
released. He gold version of a game comes
after the beta version and there should be
less bug in it as the beta version is a release
for finding bugs before actual release.
Thi s shows the final release cover of GTA V.
Debug Identify and remove errors from (computer
hardware or software):
http://www.oxforddictionaries.com/definition/eng
l i sh/debug
Debugging is where you remove
errors /bugs from a game or software.
Thi s shows a debugging interface on a computer.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Automation Automated software testing is a process in which
software tools execute pre-scripted tests on a
software application before i t is released into
production.
http://searchsoftwarequality.techtarget.com/defin
i tion/automated-software-testing
Automated testing i s where the testing i s
done by a computer, i t follows pre-scripted
tes ts on a software application before i ts
release.
https ://www.youtube.com/watch?v=tbE5hR-VauI
Thi s shows automated testing in a program.
White-Box
Testing
method of testing software that tests internal
s tructures or workings of an application
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=whit+box+testing+definition
Where a person tests a software looking to
fix any problems with the internal
s tructures or workings of the application.
https ://www.youtube.com/watch?v=3bJcvBLJViQ
Thi s video explains what white box testing is and how i t
works .
Bug A software bug is an error, flaw, failure, or fault in
a computer program
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=bug+software+definition
A bug i s an error or fault in a video game/
s oftware which shouldn’t occur.
https ://www.youtube.com/watch?v=F5Tllv30k6c
Thi s video shows a bug in the game battlefield 3.
GAME
ENGINE
S
GAME
ENGINE
S
Vertex
Shader
A programmable function in display adapters that
offers a graphics application programmer flexibility
in rendering an image.
http://www.pcmag.com/encyclopedia/term/5375
4/vertex-shader
Vertex shaders allow graphical
programming flexibility in rendering an
image.
https ://www.youtube.com/watch?v=2ZNJ_KytrE4
Thi s shows the use of vertex shaders in a program.
Pixel Shader The pixel shader i s another programmable
function that allows flexibility in shading an
individual pixel.
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=pixel+shading+definition
Pixel shaders ar used to change the
appearance of pixels in a software or
videogame.
https ://www.youtube.com/watch?v=HFG9Gp3tbMo
thi s video shows the use of pixel shaders in a program.
Post
Processing
processing after other processes have been
completed https://www.wordnik.com/words/post-processing
Pos t processing happens when all the
other processes have been completed.
Thi s image shows the smoothing effect of post processing.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Rendering Rendering is the process of generating an image
from a 2D or 3D model
http://en.wikipedia.org/wiki/Rendering_(compute
r_graphics)
Rendering is when you create an image
from a 3d or 2d model.
https ://www.youtube.com/watch?v=7HSkc9TLF5U
thi s video explains what rendering i s and what i t does in a
software program or video game.
Normal Map In 3D computer graphics, normal mapping is a
technique used for faking the lighting of bumps
and dents
http://en.wikipedia.org/wiki/Normal_mapping
In computer games normal mapping is a
technique used for creating the i llusion of
l ighting bumps and dents.
https ://www.youtube.com/watch?v=yHzIx41eiD4
Thi s video explains what normal mapping is.
Entity entity i s a dynamic object such as a non-player
character or item.
http://en.wikipedia.org/wiki/Entity
An enti ty in a video game is usually a NPC
(non playable character) or an item in the
game.
Thi s shows an entity in a computer game.
UV Map UV mapping is the 3D modeling process of making
a 2D image representation of a 3D model.
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=the+definition+of+uv+map
Thi s turns a 2 dimensional representation
of an image into a 3 dimensional model.
https ://www.youtube.com/watch?v=iIvTUDgaXik
thi s video explains what UV mapping is and how it i s used
in a software.
Procedural
Texture
Procedural textures are textures that
are defined mathematically. https://www.google.c
o.uk/webhp?sourceid=chrome-ins
tant&ion=1&espv=2&ie=UTF-
8#q=procedural+textures+definition
Procedural textures are textures that a
made using mathematical equations within
a computer.
Thi s image shows procedural texturing on an entity skin.
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Physics game physics involves the introduction of the laws
of phys ics into a simulation or game engine,
particularly in 3D computer graphics.
http://en.wikipedia.org/wiki/Game_physics
Phys ics in games is a representation of real
l i fe physics within the game.
Thi s shows the physics in a video game as the car is moving
at speed.
Collision A vi rtual interface that determines user and
object distance for collision prevention. Collision
detection is a key 3-D component associated with
robotics, video games and physical s imulation.
http://www.techopedia.com/definition/4778/colli
s ion-detection
Col l ision in video games means that your
playable character cannot walk through
objects, so it adds collision between these.
Thi s shows collision in video games as the two characters
have collided.
Lighting The arrangement or effects of light.
http://www.moddb.com/tutorials/lighting-in-game-
environments-the-hows-and-whys
In video games lighting portrays the effect
of real l ife lighting within the game. It adds
a more realistic aspect to the game and
makes the game look a lot better.
The l ighting effects in a game.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
AA – Anti-
Aliasing
Smoothing the jagged appearance of diagonal lines
in a bitmapped
image. https://www.google.co.uk/webhp?sourcei
d=chrome-instant&ion=1&espv=2&ie=UTF-
8#q=anti+aliasing+definition
In games anti-aliasing s mooth’s the jagged
edges of diagonal lines and makes the
game look smoother.
Thi s image shows the effects of anti-aliasing in Farcry 3. As
we can see the edging looks smoother.
https ://www.youtube.com/watch?v=hqi0114mwtY
thi s video explains what anti-aliasing is and what i s does in
a program.
LoD – Level
of Detail
In computer graphics, accounting for level of detail
involves decreasing the complexity of a 3D object
representation
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=level+of+detai+definition
Level of detail techniques increase the
efficiency of rendering.
https ://www.youtube.com/watch?v=zp9mA1gK8sQ
Thi s video shows us how level of detail can be changed and
how i t i s used in blender.
Animation Computer animation, or CGI animation, is the
process used for generating animated images by
us ing computer graphics. The more general
term computer-generated imagery encompasses
both s tatic scenes and dynamic images while
computer animation only refers to moving images.
http://en.wikipedia.org/wiki/Computer_animation
The manipulation of electronic images by
means of a computer in order to create
moving images.
https ://www.youtube.com/watch?v=M4xJaXLE_98
Thi s video shows us an animation of characters running
with swords.
Sprite Sprites are 2D bitmaps that are drawn directly to a
render target without using the pipeline for
trans formations, lighting or effects. Sprites are
commonly used to display information such as
health bars, number of lives, or text such as scores.
Some games, especially older games, are
composed entirely of sprites.
http://msdn.microsoft.com/en-us
/library/bb203919.aspx
A computer graphic which may be moved
on-s creen and otherwise manipulated as a
s ingle entity.
https ://www.youtube.com/watch?v=HtuItMeDf3Q
Thi s video explains what a sprite is.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
Scene A sequence in a video game over which the player
has no or only l imited control, breaking up the
gameplay and used to advance the plot,
s trengthen the main character's development.
http://en.wikipedia.org/wiki/Cutscene
A landscape or a video scene is a video in a
game.
Thi s image shows a cut scene in the game Red Dead
Redemption.
Library A software library i s a suite of data and
programming code that is used to develop
software programs and applications.
http://www.techopedia.com/definition/3828/soft
ware-library
A col lection of programs or software. Al l
the assets in a video game are stored in a
l ibrary. Like textures.
Thi s shows as a game library in Steam.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
UI Ui i s user interface, it i s a set of commands or
menus in which a user can communicate with the
program.
http://www.webopedia.com/TERM/U/user_interfa
ce.html
In games the user interface is a menu or a
set of commands that the player can
access to communicate with the program.
Thi s shows ain game user interface in Thief.
https ://www.youtube.com/watch?v=zCBBQm2QAFY
thi s video shows us how a UI
i s designed.
Frames Frames per second (FPS) is a unit that measures
di splay device performance. It consists of the
number of complete s cans of the display s creen
that occur each second.
http://www.techopedia.com/definition/7297/fram
es-per-second-fps
Frames per second is the amount of images
a software produces per second, i f the
frames per second matches your s creen
refresh rate then the process should be
smooth.
https ://www.youtube.com/watch?v=22TCiQ6_yTs
Thi s video explains FPS in a video game.
Concept A general idea derived or inferred from specific
ins tances or occurrences.
http://www.thefreedictionary.com/concept
And idea, plan or intention.
Thi s shows concept art from Tomb Raider.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
Event A thing that happens or takes place, especially one
of importance.
https ://www.google.co.uk/webhp?sourceid=chro
me-instant&ion=1&espv=2&ie=UTF-
8#q=what+is+an+event
An action or occurrence in a program.
Thi s shows a s cene in the game Elder Scrolls V: Skyrim.
Pathfinding 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.
http://en.wikipedia.org/wiki/Pathfinding
The plotting by a computer application
which works out the shortest route
between two different points.
Shows the shortest route from one point to another.