game engine terminology

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Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 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: Sam Duxbury 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 version of something such as computer software produced to demonstrate its capabilities or for use as a trial. http://www.oxforddictionaries.com/definit ion/english/demo I would use a demo in my own practice to see how the audience respond to a short preview of my game before the full version is released. https://www.youtube.com/watch? v=VMDyXTUJqOs This is a demo of the newest UFC games to be released. Beta A quality-control technique in which hardware or software is subjected to trial in the environment for which it was designed, usually after debugging by the manufacturer and immediately prior to marketing. http://dictionary.reference.com/browse/ beta+test I’d release a beta of the game to see all the bugs within the game and how the audience like and reacts to it. Alpha A very early version of a software product that may not contain all of the features that are planned for the final version. It’s often performed only by I’d release an alpha to demonstrate an early example of the game to see if the https://www.youtube.com/watch? v=aJrZkNVwNTs This is an early alpha footage of a 1

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Game Engine Terminology

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Page 1: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 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: Sam Duxbury

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 version of something such as computer software produced to demonstrate its capabilities or for use as a trial. http://www.oxforddictionaries.com/definition/english/demo

I would use a demo in my own practice to see how the audience respond to a short preview of my game before the full version is released.

https://www.youtube.com/watch?v=VMDyXTUJqOs

This is a demo of the newest UFC games to be released.

Beta A quality-control technique in which hardware or software is subjected to trial in the environment for which it was designed, usually after debugging by the manufacturer and immediately prior to marketing.http://dictionary.reference.com/browse/beta+test

I’d release a beta of the game to see all the bugs within the game and how the audience like and reacts to it.

Alpha A very early version of a software product that may not contain all of the features that are planned for the final version. It’s often performed only by users within the organization developing the software.http://www.webopedia.com/TERM/A/alpha_version.html

I’d release an alpha to demonstrate an early example of the game to see if the audience like it and what changes should be made.

https://www.youtube.com/watch?v=aJrZkNVwNTs

This is an early alpha footage of a car game.

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Page 2: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

Pre-Alpha Pre-alpha refers to all activities performed during the software project before testing. These activities can include requirements analysis, software design, software development, and unit testing. In typical open source development, there are several types of pre-alpha versions. Milestone versions include specific sets of functions and are released as soon as the functionality is complete.http://en.wikipedia.org/wiki/Software_release_life_cycle#Pre-alpha

When creating a game I’d use a pre-alpha when developing it to be able to see which other requirements or software I’d have to use to make the game more successful.

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 stages in the software development process including the alpha, beta, and release candidate stages. The final release candidate (RC) becomes the "release to manufacturing" (RTM) version, which is also called the golden master.http://www.techterms.com/definition/goldenmaster

The gold stage within the game making is extremely useful as it marks the end of the production with a complete and finalised game.

https://www.youtube.com/watch?v=kY7PKMgztyw

This is a short clip explaining the gold definition within gaming and using gta 5 as an example.

Debug Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a computer program or a piece of electronic hardware, thus making it behave as expected. Debugging tends to be harder when various subsystems are tightly coupled, as changes in one may cause bugs to emerge in another.http://en.wikipedia.org/wiki/Debugging

When creating my game debugging will come in handy when trying to figure out and resolve bugs which cause the game to mess up.

This is an image of a debug menu within a game, with this the player is able to fix and make changes within the game.

Automation the technique of making an apparatus, a process, or a system operate automaticallyhttp://www.merriam-webster.com/dictionary/automation

Automation within my game would be a useful tool if I was to have resources and stamina etc…

This is an example of automation as in this game items

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Page 3: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

automatically reproduce.White-Box Testing

White Box Testing is a software testing method in which the internal structure/design/implementation of the item being tested is known to the tester. The tester chooses inputs to exercise paths through the code and determines the appropriate outputs. Programming know-how and the implementation knowledge is essential. White box testing is testing beyond the user interface and into the nitty-gritty of a system.http://softwaretestingfundamentals.com/white-box-testing/

White box testing within my game production would come in helpful when testing the software to make sure it is stable for the game and other items within it.

http://www.youtube.com/watch?v=3bJcvBLJViQ

This is a short clip explaining and demonstrating the techniques of white-box testing.

Bug A bug is a short-lived fault in a system. It is often used to describe a transient fault that corrects itself, and is therefore difficult to troubleshoot.http://en.wikipedia.org/wiki/Glitch

Bug isn’t a thing you’d want in your game so the earlier you find them within the testing stages the better.

http://www.youtube.com/watch?v=K3g2840zXKY

On the clip is a varied amount of video games bugs showing you what is it and how it can effect the game.

GAME ENGINES

GAME ENGINES

Vertex Shader

Vertex shaders are run once for each vertex given to the graphics processor. The purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at which it appears on the screen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, color and texture coordinate, but cannot create new vertices.http://en.wikipedia.org/wiki/Shader#Vertex_shaders

When creating my game I’d use a vertex shader when creating items and scenery within the game.

http://www.youtube.com/watch?v=U11LnAYMu-c

This is a clip of different vertex shades within a 3D game environment.

Pixel ShaderPixel Shaders create ambiance with materials and surfaces that mimic reality.http://www.nvidia.co.uk/object/feature_pixelshader.html

I’d use a pixel shader within my game to add higher levels of detail to the surrounding scenery, the useable items and characters.

Post Processing

Post processing allows different effects to be performed on the scene after it has been rendered, but before outputting it to the viewport. The post process framework in Unreal Engine 3 allows for artist-configurable post process effects, through groupings of post process elements forming an overall effect. Examples of elements and effects include bloom (HDR blooming effect on bright objects), depth of

The reason I’d used post processing is to make sure those final bits after rendering are done so the game looks better in a whole.

http://www.youtube.com/watch?v=S5PhrBr_gvM

On this clip is goes into detail about the effects and why the game industry use post processing.

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Page 4: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

field, motion blur, ambient occlusion, and material effects, which are custom materials run on the final scene image.http://udn.epicgames.com/Three/PostProcessEffectsHome.html

Rendering In 3-D graphic design, rendering is the process of add shading, color and lamination to a 2-D or 3-D wireframe in order to create life-like images on a screen. Rendering may be done ahead of time (pre-rendering) or it can be done in on-the-fly in real time. Real-time rendering is often used for 3-D video games, which require a high level of interactivity with the player. Pre-rendering, which is CPU-intensive but can be used to create more realistic images, is typically used for movie creation.http://whatis.techtarget.com/definition/rendering

When creating my game the rendering part of it will be a huge part when wanting to create higher detailed models within the game.

http://www.youtube.com/watch?v=9XZboPRGVvc

This is a clip of someone using sony vegas to render a video clip out in its best quality.

Normal Map A 2D texture map is an image added to a 3D model that provides a higher level of detail, wrapping around whatever 3D art you have to apply or modify certain attributes like color, transparency, shininess, reflection, and higher detail.http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev-3893

I’d use normal mapping when it came to creating characters so I have the ability to create higher and most precise detail within them.

http://www.youtube.com/watch?v=Kz_JqJgxA48

Entity An Entity represents a concrete “thing” in the world, such as a Tank. However an Entity has no Tank-specific logic; indeed, an Entity barely has any logic at all, and is little more than an ID.http://piemaster.net/2011/07/entity-component-primer/

When creating my game I’d us an entity to create an unique ID tag for each item created so no duplicates are there causing less bugs to occur.

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Page 5: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

UV Map UV mapping is the 3D modeling process of making a 2D image representation of a 3D model's surface.http://en.wikipedia.org/wiki/UV_mapping

Within the stages of creating my game I’d use UV mapping when wanting to creating a realistic and detailed surface for my items and scenery within it.

Procedural Texture

Procedural textures are textures that are defined mathematically. They are generally relatively simple to use, because they don't need to be mapped in a special way - which doesn't mean that procedural textures can't become very complex.http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Types/Procedural

I used this to create quick and easy texture because I am able to place this to the whole item or map I am creating.

Physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. Typically, simulation physics is only a close approximation to real physics, and computation is performed using discrete values.http://en.wikipedia.org/wiki/Game_physics

When creating my game I’d make sure I placed real physics within it so the movement and actions taking place in the game are a lot more realistic.

Collision Collision detection algorithmically calculates impact time by identifying two or more object intersection points. Collision detection is also a virtual interface that determines user and object distance for collision prevention.http://www.techopedia.com/definition/4778/collision-detection

I’d make sure when creating I’d have a detailed and realistic collision factor within it so it creates more realistic actions.

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Page 6: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

Lighting High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in a larger dynamic range. This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with the more simplistic lighting models used. http://en.wikipedia.org/wiki/High-dynamic-range_rendering

Lighting is a huge part when creating my game, without lighting we won’t see anything,

AA – Anti-Aliasing

Antialiasing is a way of smoothing edges. Computer monitors display pixels, but real objects have curves and lines. In order to display these on a computer monitor, the edge is often jagged. Antialiasing helps reduce the problem by slightly blurring edges to the point where jagged lines don't show easily or at all.http://compreviews.about.com/od/PC-Gaming/a/What-is-antialiasing-in-PC-games.htm

I would use Anti-Aliasing nearer to the final stages of completing my games to smoothen out the rough edges so it doesn’t look unrealistic.

LoD – Level of Detail

Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's system requirements. Given the power of modern processors, very little degradation in the level of detail is noticeable anymore.http://www.techopedia.com/definition/11791/level-of-detail-lod

Level of detail would be how much rendering I use when finalizing my items and landscape. Another example of this is how far my map is render even past the playable parts.

http://www.youtube.com/watch?v=yu_K2YHb_j8

This is a short clip showing an example of the different levels of details applied to a game object.

Animation A simulation of movement created by displaying a series of pictures, or frames.http://www.webopedia.com/TERM/A/animation.html

When making a game you might create unique animation for a certain character to make them stand out.

http://www.youtube.com/watch?v=rfnceZO1seQThis clip shows a demonstration of how to make an animation and the end design.

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Page 7: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

Sprite A sprite is a bitmap graphic that is designed to be part of a larger scene. It can either be a static image or an animated graphic.http://www.techterms.com/definition/sprite

You would apply these when creating 2D games to represent the characters within the game.

Scene A non-interactive portion of a game. A Cut Scene normally divides the action of a video game up a bit, and allows the story line to be presented more clearly. Areas of the game referred to as Cut Scenes are non-playable segments of the video game.http://vgstrategies.about.com/od/strategyglossary/g/cutscene.htm

I would use a cut scene in a game to represent a important story telling part within the game, this would usually involve characters interacting.

https://www.youtube.com/watch?v=huRvwBf7qhY

This is a short clip showing all the different stages of creating a scene within the game the last of us

LibraryUI The way a person interacts with a computer, tablet,

smartphone or other electronic device. The user interface (UI) comprises the screen menus and icons, keyboard shortcuts, mouse and gesture movements, command language and online help, as well as physical buttons, dials and levers. Also included are all input devices, such as a mouse, keyboard, touch screen, remote control and game controller.http://www.pcmag.com/encyclopedia/term/53558/user-interface

An UI is a very important part within a game because without this the user wouldn’t be able to navigate around the game.

Frames Frames per second (FPS) is a unit that measures display device performance. It consists of the number of complete

The higher the frame rates the faster and smoother the games

https://www.youtube.com/watch?v=dEtiNxlTJ8IThis is a short clip explaining the what frames are and

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Page 8: Game Engine terminology

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1

scans of the display screen that occur each second. This is the number of times the image on the screen is refreshed each second, or the rate at which an imaging device produces unique sequential images called frames.http://www.techopedia.com/definition/7297/frames-per-second-fps

runs without lag occurring. why we use them.

Concept Concept art is a form of illustration used to convey an idea for use in (but not limited to) films, video games, animation, or comic books before it is put into the final product.[1] Concept art is also referred to as visual development and/or concept design.http://en.wikipedia.org/wiki/Concept_art

Concept is the ideas generation part of the game making project, this would involve sketches and other methods to demonstrate the future designs within the game.

Concept art is the drawing made in the creating process of the game to provide an example of the characters and game looks.

Event A thing that happens or takes place, especially one of importance.http://www.oxforddictionaries.com/definition/english/event

An event is something which will occur within the game, usually have high importance within the game.

https://www.youtube.com/watch?v=yDYcA_KvAlcThis is a short clip of the game Destiny giving an example of the special events which take place within the game.

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. 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 would be where you set the movement for other characters and events happening in the game when something happened.

https://www.youtube.com/watch?v=A_AurmdOnw4

This clip shows a tutorial of pathfinding within the gamemaker software.

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