y1 gd engine_terminology -mph (michael p. hughes)
TRANSCRIPT
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:
Michael Hughes
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)
`1VIDEO GAMES / VIDEO GAME TESTING
Demo A game demo is a free (usually shortened) version of a game. This demo is not the full game however
lets the people accessing it look at what the in-game content is like
and for the developer, allows him to get reviews of the game or
public opinion.
A game demo can be used in order to give the public opinion of the game and
make any last minute touches on the game; a
game demo is usually to give the public a quick
portion of game play. This
a l lows a user to make a final judgement of whether
they would like to purchase the game. The reason demos are free is so it i s not only more convenient
for the users but also because i t is a small
proportion of the game.
This picture shows the game watch dogs in two forms of demo’s. For PC on the left and PS4
on the right.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
2
Beta The beta stage of a video game is
usually the third s tage of development in any video game bes ides alpha and pre-alpha. This s tage can sometimes be given
access to by a developer for testing purposes.
https ://uk.answers.yahoo.com/que
stion/index?qid=20081019143302AAIBseY
A beta stage is usually the
thi rd or fourth development of any game. Developers will usually release a “beta-test” of
perhaps a multiplayer or s ingle player section of a
game. This is so the public
can find bugs or glitches in a game that may cause
game play disturbance. This i s a beta stage so usually all progress is reset however some game companies
such as EA (Battlefield) a l lowed you to keep
progress after beta.
I wanna be the
boshy: The
beta
vers ion of
the final boss fight
which has
s ince been improved and re-tested.
Alpha The a lpha stage of a video game or piece of software is where developers test their product themselves to ensure the software
runs as efficiently and as smoothly as they wanted it too.
https ://answers.yahoo.com/questi
on/index?qid=20110119184650AAfwy7x
The a lpha stage of development is the 2nd s tage of development, I know this because there
are 4 s tages in total (pre-a lpha, alpha, beta, gold)
The a lpha stage is for
developers to play test their product in order to
test for bugs, play for general enjoyment and see how long the content they have created will last in
terms of duration.
The game “Minecraft” in i t’s alpha development stages. With the creator and sound producer in-game testing.
http://media.moddb.com/images/games/1/13/12771/127982139015.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
3
Pre-Alpha Pre-a lpha is before the alpha stage,
i t i s where the core of the game/mechanics are developed such as the engine, textures, sounds etc. After these basic
systems are put into place, the game development stage
progresses to alpha.
http://forum.ea.com/eaforum/posts/l ist/440511.page
The pre-alpha stage of
development is the primary s tage of developing a game. The pre-alpha stage is where the entire main
features such as physics, graphics etc. are
implemented, and this is
introduced because these are the main building
blocks for any game.
http://www.youtube.com/watch?v=rgrrcJb_BaE
The l ink shows a video of a standalone game known as Day Z, at which point was being played in pre-alpha stages, showing generic functions of the game’s engine.
Gold
When a game has gone gold, it means that they have finished the final release build and i t can now be sent for production.
http://www.neowin.net/forum/topic/85622-what-does-gone-gold-means/
Gold is referenced to be a
finalized version of the game. When a game is announced “gold”. It should be released and ready to
purchase fairly close to that time. Gold is really the final product that i s produced from a l l stages of development.
The game “GTA V” announced to be in “gold” by the creators: Rockstar.
http://www.gamepur.com/files/imagepicker/48/thumbs/gta-v-gone-gold-message.png
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
4
Debug In computers, debugging is the
process of locating and fixing or bypassing bugs (errors) in computer program code or the engineering of a hardware device.
http://searchsoftwarequality.techtarget.com/definition/debugging
Debugging is generally for
developers. This “mode” of the game is created in order to seek out bugs that may occur during
gameplay, why they occur, how they occur and what
can be done to fix said bug
when developing the game further. It can be used
however in games such as Minecraft with open source code to modify or “mod” the game to their liking.
The debug interface for Minecraft for PC, showing variables and block regions that otherwise could not be seen, the crosshair a lso shows the game’s dimensions.
Automation
The process of making an apparatus or object operates automatically.
Automation is the process of making objects move
automatically. This gives the game a real feeling that most objects could not naturally do, it can also be used in horror games to
show doors opening by themselves
Are any s imilar concept.
http://www.youtube.com/watch?v=c-AafWkwtao The video shows how to implement moving platforms with coding. The automation in this
video it the platform itself.
White-Box Testing
White Box Testing i s known as Code-Based Testing. White box
testing i s the software testing method in which internal structure
i s being known to tester who is going to test the software. http://www.webopedia.com/TERM/W/White_Box_Testing.html
White box testing can be used in order to allow
developers the testing they need along with code so
they can a lter any issues they may have, i t is convenient because i t’s a vi ta l role in a games
development and also saves the developers a lot
of time.
http://www.youtube.com/watch?v=3CHRUAMIrVE
This FPS game is being white box tested for the first time the entire length of the video for l ighting and geometry purposes.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
5
Bug A bug is a technical failure in a
game that causes an unpredicted result. In games they can crop up with each feature that is added which is why bug fixing is crucial. -
me
A bug is an error with code
and can cause in most cases minor or even major issues with a games performance. The performance of a game
is vi tal, if bugs continue to occur i t can be a real issue
for the developers as they
need to contribute more time into making the game
more smooth and fixing bugs .
http://hydramedia.cursecdn.com/minecraft.gamepedia.com/c/cc/12550821line.png
This shows a minecraft bug ca lled the “farlands” where the game has a generation error and
runs extremely slowly at 12.5million blocks in 1 di rection.
GAME ENGINES GAME ENGINES
Vertex Shader In computer graphics, shades are
commonly used in game engines. They are a computer program that ca lculates what to shade defending upon the co-ordinates i t gives to 3D objects. Vertex shades run once
a long a vertex and can manipulate properties like position, lighting and colour. http://en.wikipedia.org/wiki/Shade
r#Vertex_shaders
Vertex shaders are put into
place to make objects look s l ightly more realistic. It a lso gives 3D models 2D co-ordinates in a virtual world. For instance, if developers
need to change the models of an object when level des igning a developer could make a mountain terrain by
s tretching some of these vertices.
The images here show a tea cup but vertex shaders have been put into place i t makes the
object look much more realistic.
http://web.media.mit.edu/~gordonw/OpenGL/images/teapot_vertexShader.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
6
Pixel Shader Pixel shades can be used for detail.
The more complex pixel shades can use mathematical functions to ca lculate what is needed to be blurred amongst the terrain.
Pixel shaders are most
commonly put into place to primarily bring objects forward in a game (basically giving them more detail).
This allows for the terrain and objects within a game
to appear more suited to
their surroundings. For instance, the statue on the
right appears to have detail in the face and hair, including a couple of cracks within the torso, whereas
without the pixel shader, the detail has been
removed from the s tatue and the s tatue looks quite bland and simple, therefore
showing how detail can be affected by the pixel
shaders.
This pixel shader shows detail to one side where the pixel shaders have been used, however without the pixel shader, the model is limited to detail and scarce of colour.
http://assets.overclock.net.s3.amazonaws.com/4/4e/4e776cf7_vbattach2843.jpeg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
7
Post Processing
“Additionally, post-processing is
commonly used in 3D rendering, especially for video games. Instead
of rendering 3D objects directly to the display, the scene is first rendered to a buffer in the memory
of the video card. Pixel shadersare then used to apply post-processing fi l ters to the image buffer before displaying it to the screen. Post-
processing allows effects to be used that require awareness of the
enti re image (since normally each
3D object i s rendered in isolation). Such effects include: High dynamic
range rendering, Bloom ,Motion blur ,Screen Space Ambient
,Occlus ion, Cel shading, Crepuscular rays , Fi lm grain simulation, Depth of field, Shadow mapping”
http://en.wikipedia.org/wiki/Video_post-processing
Post processing is used when a game needs such effects such as shadow
mapping and depth of field. This is why a loading screen
is put in place instead of
seeing the map render with post processing, i t appears
more pleasant to a player. The reason why developers put post processing in is because usually each object
i s i solated and would not have shadows depending
on other objects, making i t appear with different shadows than normal
making the game feel more rea listic because of correct
l ighting and shadows that depend on the terrain around i t.
This image shows the middleware games development engine and i t’s post processing when
enabled and disabled.
http://gamingdead.com/wp-content/uploads/2013/05/vlcsnap.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
8
Rendering
Rendering is a process which generates 2D and 3D models and
des igns. In the gaming industry, the
rendering process gives actions, models and animations their final
touch.
Rendering is used in games to generate the game itself.
For example: levels in
games are made through this technique and are
fluently made both with rendering, post processing and spawning to create the game’s level or world. This
ensures the world works as i t should and all the entities
and RNG related data is created as realistically as possible.
http://i .telegraph.co.uk/multimedia/archive/02681/Minecraft-Poole-Ha_2681157b.jpg
Rendering in minecraft is constantly happnening when a player visits an unexplored region of the loaded world, i t will generate new terrain upon arrival.
Normal Map A normal map is a 2D image
repl icating a 3D map model used to determine surface normal. (Surface
direction) etc. https ://forums.epicgames.com/threads/677015-What-exactly-is-a-
normal-map-a-specular-map-etc
Normal mapping is used
when designing an object that i s not adapting well o
the environment surrounding i t, or to give an object a better look or feel
in a game. For instance; the ‘fake’ lighting and bumps that can be included can make an object stand out
or generally have more deta il. http://media.indiedb.com/images/games/1/14/13050/NormalAddition.jpg
This shows normal mapping to a game character.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
9
Entity An enti ty i s anything that exists
within the game’s development that appears to be alive. Usually NPC’s or moving objects can be portrayed as entities.
Enti ties are very important
to a game, they make up the world around the landscape and make any NPC’s , objects, and a few
more useful features in games such as vehicles or
weapons. An entity has its
own set of unique characteristics, for instance
one NPC could walk around whi lst another could s tand in place.
The l ist of entities va lve released for the environment of some of their games. Mainly to “modify” the game. (This image was uploaded to screenshot by myself). For a l ist of entities in valve’s games go to: https ://developer.valvesoftware.com/wiki/List_of_entitieshttps://developer.valvesoftware.c
om/wiki/List_of_entities
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
10
UV Map UV mapping is the process of
creating a 2D image, from a 3D map, i t is the process in which can be seen the whole of the terrain through a single flat image and is
used well for “maps” and guides of the game.
UV mapping is used when
maybe showing a map of the landscape to a player, rather than having a globe that i s scrolled around. If
the map for a game is flat it makes the terrain easier to
navigate and find particular
places. It can also be used by developers to see which
part of the game they need to add or take away from.
The gori lla character has been UV mapped to show a flat face. http://www.uvmapper.com/uvmp035a_big.png
Procedural Texture
Procedural textures are algorithms that are used in order to generate rea l life like nature texture such as wood, plants and water; they use
languages in programming that grasp colour well enough to do so.
Prodcedural textures are used in a game too generate a more realistic type of graphics in specific
objects, including things made from wood, metal and s tone.
The wood in this image has procedural texture showing different Types of wood in the design. http://www.inear.se/wp-content/uploads/2010/05/wood1.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
11
Physics The Phys ics engine is a computer
program that detects life l ike phys ical attributes in a game such as gravity, body dynamics etc. it i s useful when creating first person
shooters and RTS games. http://en.wikipedia.org/wiki/Physic
s_engine
Phys ics are used in
videogames in order to generate far more realistic properties and attributes to a video game. Personally I
bel ieve that physics are important to any aspect of
a game as it really does
make the game come to l i fe and act certainly l ife
l ike. A game I liked with a s trong access of physics was “Portal 2” as shown on the right. In this game i t
rea lly does make a di fference because of the
puzzl ing aspect of the game and trying to figure out how to solve i t using the
phys ics applied in the game.
Phys ics are shown here from the blue gel being fire from the opening and the gel falling down to the ground (gravity) and through the orange portal below it then falls from the blue portal to the top.
http://bulk2.destructoid.com/ul/199581-header.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
12
Collision Col l isions or “colliding” i s when two
objects in a game touch and have a reaction after colliding, this is used in order to make certain functions such as triggers work.
Col l isions are used in games
to mainly make two di fferent singularities or objects interact with each other in such a way that
they would have some form of outcome when colliding.
For instance; the ball in the
video reacts with each block of the wall. This
showing the colliding objects and how important i t i s for objects to interact with each other. Take into
account that this collision is too apply the laws of
phys ics to the game too and to make the objects react as they would in real
l i fe. I think this is important to any game as a ll games
(even small and simple games such as pong) require this interaction.
http://www.youtube.com/watch?v=Ue_zs0CY9fk
The video shows a test for the collision of triangle mesh with ball and cubes in blender 2.5 engine.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
13
Lighting Lighting Is used in order to make
dark places in the game appear brighter, i t gives dark places such as houses and other large buildings within a game visibility when
entering, i f the l ighting was not Implemented into the engine, then
the room would appear black.
Light i s a very important
factor in games. This includes any form of darkness that should be lit. Lighting i s given to an
object to make i t appear brighter, correct to the
terra in and shadowing.
Lighting i s (in my opinion) one of the most important
attributes of a game, it i s used in dark places in order to make them appear more rea listic to weather or just
to make the player actually vis ibly see what they are
looking at during game play.
This image shows runescape’s “high detail” setting with the torches that show light being
emitted from them within the terrain. http://img2.wikia.nocookie.net/__cb20121014193750/runescape/images/1/1a/Taverley_Dungeon_lava.png
AA – Anti-
Aliasing
“Antia liasing i s a way of smoothing edges. Computer monitors display pixels, but real objects have curves
and l ines. In order to display these on a computer monitor, the edge is
often jagged. Antialiasing helps
reduce the problem by s lightly blurring edges to the point where
jagged lines don't show easily or at a l l.”
http://compreviews.about.com/od/
PC-Gaming/a/What-is-antialiasing-
in-PC-games.htm
Anti -aliasing is the process
of smoothing edges in a computer game. But
because edges are
displayed in pixels, i t blurs the edges to reduce the
problem of jagged lines. This is attention to detail when creating a game. In my opinion, Anti-aliasing
i sn’t as important as some other features, especially
when making a cell shaded
game.
This image shows anti-aliasing because on the enabled AA (right side) the wooden beams appear smoother around the edges than the left image (without AA).
http://solidlystated.com/content/2011/06/divinity2-anti-aliasing.jpg
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
14
Level of Detail The LOD (level of detail) is the
amount of detail that has been put into terrain of a game. This includes objects and sprites, as well as animations. The level of detail in a
game can be important most of the time as most game developers
want to capture real l ife scenarios.
The level of detail in a game
is the amount of detail in a game. Based on graphics, l ighting and a few other settings. However level of
deta il in games (sometimes) isn’t an
important issue. For
example, “mine craft” i s a very pixelated game
a l though i t is popular, showing that level of detail i sn’t everything. But, level of deta il can be very
important when developers want there games to be far
more realistic. For instance, the game “destiny” really tries to emerge a player in a
futuristic setting with i ts vast level of detail.
http://s tatic.gamespot.com/uploads/original/152/1525982/2371525-9614057941-longi.jpg
These weapons for a game in progress are showing the amount of detail between a s imilar shape with some more details added each time it has been modelled.
Animation Animation is the process in which something moves, the s teps it takes
to walk, or the arms it moves when
throwing an object, these animations are important to give a
character movement and actions.
Animation in games is an extremely important
aspect. This is because a
vast vast majority of games wi l l require animation
(especially modern day games). The reason animations are used so much is because i t brings
forward life like game play due to entities, objects and
NPC’s moving instead of
being fixed in place the way they are designed. Too me,
this is probably the most important factor when
creating games.
http://img1.wikia.nocookie.net/__cb20130701134137/2007scape/images/3/37/TzTok-Jad_Animations.gif This .gif shows animations of an NPC within Rune-Scape that has different animations for the specific attacks, showing i ts relevance in the game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
15
Sprite A spri te is the design of a character
and is used on a 2D basis.
A spri te is a 2D image that
moves on a flat screen, this i s particularly popular in 2D platformers or s ide scrol lers, it can also be used
in very very bas ic imagery in 3D Fi rst person shooters
or other genres’ of games,
such as the moon or clouds that are very far away from
the player. Often in this s i tuation, sprites will be created to appear 3D from a specific angle.
http://i .imgur.com/LT2w0.png
This image shows a variety of sprites and there appearences in the game.
Scene A cut scene or “event scene” sometimes in-game cinematic or s toryl ine movie, is a section of the
game where a player has limited control and this is used to show
other features.
Cut scenes are very important to a game, they break up game play in a
way that gives the player time to take in a story l ine,
perhaps just a break in game play to give the player a rest from the playing the game. Cut
scenes are increasingly important with story l ine,
often times portraying
cinematic effects that in game play, i s simply
impossible, even if the cut scene is pressing buttons to animate the character to move or ta lk to an NPC.
http://www.youtube.com/watch?v=F-Uin3mj4mk Personally my favourite cutscenes from “Call of duty: World at war”
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
16
Library A l ibrary i s a collection of non-
volatile resources on a computer that contributes to the development of a piece of software. For example all of the
fi les of code in a java game (.java fi les) would a ll be located in the IDE
program eclipse. This makes it a
l ibrary of files that can be changed.
A l ibrary i s a place where all
fi les from a games’ development are stored. This shows everything that has been developed in the
games and the places in which they can be edited.
This is extremely important
for developers as they require to keep things
organised and in correlation with each other. From personal experience; l ibraries of files are one of
the most important features in games purely
due to the mass amount of content you can create and how hard i t is too recover
or find lost or corrupt files with errors or bugs.
Library
of fi les in IDE eclipse showing structures to a game. http://kuikie.com/data/resources/images/eclipse-ide-working-with-java-classes_2.png
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
17
UI The user interface i s the space
where interactions between the human and machines and mechanics occur. http://en.wikipedia.org/wiki/User_i
nterface
A user interface is very
important, i t produces a game frame for the player to work with and explore. This game frame is
personally (from a gamers’ point of view) a somewhat
important feature because
functions and actions should be performed in this
interface, although just because a UI is important, it doesn’t mean it necessarily needs to be detailed or high
in graphics/animations. This i s because i t is simply a
place for things to be executed such as loading a game, finding an online
player or invi ting friends to play.
The user interface for the race “Protoss” in starcraft 2. This shows one of three unique UI’s
which depend on the race you play, as shown it is given a metallic look and finish as the protoss race is based around this.
http://images.bit-tech.net/content_images/2010/03/starcraft-2-beta-first-impressions/starcraft2_2010_42.jpg
Frames Frames is the still image that a game produces, projecting the
vi rtua l world to reality.
Frames are used in “frames per second” in order to
show how many s till images are being produced p/secs.
For instance; 60 FPS would equal 60 s till images of a game p/secs. For modern
day games, 60 FPS i s good. Al though Frames are important to games, FPS is a less important factor ,
games can be played with a low FPS a lthough many fans
do not l ike low FPS. More powerful units are bought to test a games potential.
In this image, we see a camera with 20 s till images per second, or 20 FPS. Where as a projector has 10 FPS (10 s till images).
http://s lowmotioncamera.com/wp-
content/uploads/2014/03/OvercrankingTimelineForSlowMotion.png
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
18
Concept “Something formed in the mind; a thought or notion. See Synonyms at idea.” http://www.thefreedictionary.com/
concept
Concept in games, is the
thought and imagination of art behind the game i tself. For instance; games could not be created without a
vis ion of designers knowing what they want their game
to be about. A piece of
“concept” art, is to produce a base or idea about an
NPC, Playable character, object, entity, or even object within the game that can be designed and
imagined, this image is then given to an artist who can
modify (in certain and restricted ways) or produce that replica of the art as
ei ther a 2D or 3D model digitally.
http://img3.wikia.nocookie.net/__cb20090821033631/starcraft/images/9/93/Viking_SC2_Cn
cpt1.jpg This piece of concept art has been done for the Starcraft I I unit: The Viking.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
19
Event An event i s something significant
that happens or just generally happens for a reason.
In computer games, events
are triggered, commonly on specific variables, settings or when a player progresses far enough into
the game to acquire a new part of content. For
instance, in a personal
favourite game, “Halo 4” the player finishes a level
when he reaches a bridge in the level. This is a good example, as the player has to fight his way through
chal lenging enemies to eventually get to the cut
scene of the game in which case i s also an event because is has been
triggered by the player setting foot in that location.
http://www.youtube.com/watch?v=4lga2EDmXi0
This video shows the final fight in halo 4 and cutscene that plays once the event has been triggered (by the player entering the final part of the level).
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
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Path finding Path finding in the gaming industry
i s the motion of an NPC or Object navigating i ts way through solid objects that cannot be walked through, or a path that is safe to
walk on.
Some games do not use
path finding, such as both 2D and 3D plat-formers, this is to allow hazards to occur for the player to
manipulate and navigate their way around. But
bes ides these games, a lot
of other games such as “Real time strategy’s” and
RPG’s us e this in order to s imulate a player walking as fast as they can to a destination, without path
finding, a player cannot find their way to a location i f
their initial process of moving is to send them to somewhere rather than the
player controlling its movement.
https ://forums.unrealengine.com/attachment.php?attachmentid=8420&d=1407499458
This image shows a basic form of plat-forming to get around the blocks (solid objects) the fastest route the ci rcle can take.