y1 gd 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: Ben White 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 TESTI NG Demo a. A demonstration, as of a product or service. b. A brief tape or recording illustrating the abilities of a musician or other performer. http:// www.thefreedictionary.com/demo A demo enables players to get an early, or quick taste of a game. There are two different types of demos used in the gaming industry. Timed demos and short demos. Timed demos allow the player to play the FULL game, but only for a specified amount of time. Short demos tend to just have one section of a game, usually one of the This image shows the Xbox 360 dashboard with a selection of demos available to download. https://www.youtube.com/watch?v=WbCHGBW6gLk 1

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Page 1: Y1 gd 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: Ben White

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

Demoa. A demonstration, as of a product or service.b. A brief tape or recording illustrating the abilities of a musician or other performer.

http://www.thefreedictionary.com/demo

A demo enables players to get an early, or quick taste of a game. There are two different types of demos used in the gaming industry. Timed demos and short demos. Timed demos allow the player to play the FULL game, but only for a specified amount of time. Short demos tend to just have one section of a game, usually one of the best, to influence the player that the game is worth buying. Both types can be very effective at attracting customers as both can show quite a lot of the actual game and make gamers want to play even more. Demos could be useful to my development as I could release a version for someone to test so I can get some feedback.

This image shows the Xbox 360 dashboard with a selection of demos available to download.

https://www.youtube.com/watch?v=WbCHGBW6gLk

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

Beta A beta test refers to the distribution of pre-release game software to a select group of people so that they can test the game in their own homes. The beta version of a game is as close to perfect as the company can make it, but any bugs, glitches or other issues discovered in beta testing will usually be addressed before the game's official release.

http://www.techopedia.com/definition/27136/beta-test-gaming

A beta for a game is the stage of development where the game is nearly complete, and this stage in mainly about finding or fixing bugs. Usually, beta versions of games are released to a certain number of people, and those people provide feedback on their experiences in the game including any glitches, bugs or errors they found. Once the beta version is complete, the full game is usually put up for sale. A beta stage would be relevant for testing as I could release a version to the public so that they could test my game for me, so that as I am finalizing the game, I can get rid of any glitches or bugs that have been found.

http://www.artifexmundi.com/media/images/beta/Betabannercropped.png

Both images above show events when people could test the beta versions of diffrerent games.

http://blog.smu.edu/forum/files/2013/05/Beta-Test-flyer-spring-13.jpg

https://www.youtube.com/watch?v=El2CGVS3LPc

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

Alpha The first test of newly developed hardware or software in a laboratory setting. When the first round of bugs has been fixed, the product goes into beta test with actual users. For custom software, the customer may be invited into the vendor's facilities for an alpha test to ensure the client's vision has been interpreted properly by the developer.

http://www.pcmag.com/encyclopedia/term/37674/alpha-test

This is the stage that occurs before the beta and usually contains a very buggy, uncompleted version of the game. The main thing developers focus on here is solving and correcting as many bugs as they can. Once the game works as intended, they can continue to the beta stage and add more content. Similar to the beta relevance, I could use the alpha stage to ensure that barely any bugs exist in my game. It would be better to rid the game of as many bugs as possible in the alpha stage before moving onto the beta stage as the bugs will just continue to build up

http://www.tpreview.co.uk/wp-content/uploads/2012/09/KSP_2012_09_16_11_30_23_357.jpg

This images shows ‘Kerbal space program’ in its early Alpha stages of development.

https://www.youtube.com/watch?v=TSD1PrAAzJI

Pre-Alpha1. A development status given to

a program or application that is

usually not feature complete,

and is not usually released to

the public. Developers are

usually still deciding on what

features the program should

have at this status. This status

A game in pre-alpha is a very early version of a game that is no where near completion. It is usually available to developers so they can test specific mechanics within the game to check that they work and also how they work. This is relevant for testing too as besides testing for bugs, I could use this to develop test areas for the game to ensure all

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

The above video shows a game that is in its pre-alpha stages

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

comes before the alpha

version, and is the first status

given to a program.http://en.wiktionary.org/wiki/pre-alpha_version

my mechanics work.

Gold A game has "Gone Gold" when the final master copy has been produced at the developer and sent off for replication, packaging and shipment. The game is not yet released, but it will typically be around 2-3 weeks (sometimes less) before it begins appearing on store shelves and online pre-orders arriving at doorsteps. The term itself comes from the old practice of recordable CDs being manufactured with gold film. Hence the gold colored CD actually being the source, with no reference to copies sold as in the recording industry.

http://www.urbandictionary.com/define.php?term=Gone%20Gold

Games being ‘gold’ happens when the final version of the game has passed the development stage and is fully completed. As it is now finished, it can now be mass produced and sold to the public . This would occur once I have finished my game and, if it was good, I could send it off to be published.

http://www.ubergizmo.com/2014/05/watch-dogs-has-gone-gold-ubisoft-confirms/

The link above takes you to a site which informs you that the game ‘Watch dogs’ have gone gold and is out of the development stages

https://www.youtube.com/watch?v=mNOo0ftLfS8

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

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

Developers use debugging tool to help rid the game of any bugs or glitches it possesses. Debugging can get rid of a large amount of bugs, however, the more complex the piece of software, the harder the bugs are to solve. Debugging is vital for software development as hundreds or thousands of bugs can appear within the development of one game, so I will need a good debugging tool or process to help with this. This image shows the CMD in debugging mode and

it is trying to remove bugs.

http://raibledesigns.com/wiki/attach/AppFuseDebug/testcase-debug.png

https://www.youtube.com/watch?v=aa1fBfTXbvc

Automation a mechanical device, operated electronically, that functions automatically, without continuous input from an operator.

http://dictionary.reference.com/browse/automation

This usually means a device in which is not operated by human, but by electronics and programming.

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

http://www.exacttarget.com/blog/wp-content/uploads/2014/06/automation_2_w10241.jpegThe above image demonstrates that automation is the work of the computer alone

http://img4.wikia.nocookie.net/__cb20101129115242/civilization/images/3/34/Sheep_on_hills_(Civ5).jpg

The above image is of Civilization 5. In this game, the player chooses a civilization to play and competes against other computer controlled civilizations. When the players turn ends, automation occurs in the sense that the computer takes control and is programmed to make a move as though the player and computer were playing a board game.

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

White-Box Testing

Also known as glass box, structural, clear box and open box testing. A software testing technique whereby explicit knowledge of the internal workings of the item being tested are used to select the test data. Unlike black box testing, white box testing uses specific knowledge of programming code to examine outputs. The test is accurate only if the tester knows what the program is supposed to do. He or she can then see if the program diverges from its intended goal. White box testing does not account for errors caused by omission, and all visible code must also be readable.

http://www.webopedia.com/TERM/W/White_Box_Testing.html

This is the idea of testing a program based on its internal coding and structure. This could be used for testing purposes and help with identifying bugs or problems

This image displays how white box testing works and its stages

http://www.softwaretestinggenius.com/photos/wbt1.JPG

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

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

Bug A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. Most bugs arise from mistakes and errors made by people in either a program's source code or its design, or in frameworks and operating systems used by such programs, and a few are caused by compilers producing incorrect code. A program that contains a large number of bugs, and/or bugs that seriously interfere with its functionality, is said to be buggy.

http://en.wikipedia.org/wiki/Software_bug

A bug is very common in computer game and software development. It is basically an error, usually found within the coding which causes the program/game to glitch, freeze or even crash. Different codes can also collide with each other which means say you have a chair in a game, and you are telling the engine to delete the chair, but then move it, these codes will then collide as the engine might not know what to do as it is being told to move an object that now doesn’t exist. These mistakes and mistakes in code can be fixed, but it can be quite hard. Bugs would be very common and relevant to my work, so I need to take steps to deal with them.

This image shows that bugs in the computer system can cause blue screen errors that mean you need to restart your computer

http://www.unlockwindows.com/wp-content/uploads/2011/09/BSOD-in-Windows-8-Developer-Preview-1024x836.png

https://www.youtube.com/watch?v=uK9GGFkxXHs

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

GAME ENGINES

GAME ENGINES

Vertex Shader A programmable function in display adapters that offers a graphics application programmer flexibility in rendering an image. The vertex shader is used to transform the attributes of vertices (points of a triangle) such as color, texture, position and direction from the original color space to the display space. It allows the original objects to be distorted or reshaped in any manner.

http://www.pcmag.com/encyclopedia/term/53754/vertex-shader

Vertex shaders can be coded by programmers to render an image. Vertex shading can add effects such as cartoon styled sides to objects etc. These shaders can be used to add effects to my final game such as the cartoony outlines on sides and edges.

Demonstrates a Vertex shader on a side of an object

http://media.creativebloq.futurecdn.net/sites/creativebloq.com/files/images/2013/05/Hannah/shaders.jpg

https://www.youtube.com/watch?v=wATVi04CgJY

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

Pixel Shader Pixel shaders are tiny programs that can do operations on a single pixel on the screen, as opposed to geometry shaders and vertex shaders which work on the geometrical primitives (triangles) that make up everything you see on the screen. The most common use for pixel shaders is 'shading', approximation to real world lighting.

http://gaming.stackexchange.com/questions/22286/what-is-a-pixel-shader

Pixel shaders are able to control each pixel on your screen and give it a specific colour. All of these tiny pixels build up and create the illusion of an actual image being on the screen. Pixel shaders could be used to add detailed lighting and ambiance.

This image shows the effects of a pixel shader. On the right is a more improved version of the same shader.

http://assets.overclock.net.s3.amazonaws.com/4/43/43cb30de_vbattach2842.jpeg

https://www.youtube.com/watch?v=BL8T7uw7ERE

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

Post Processing

The term post-processing (or postproc for short) is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as stand-alone DVD-Video players), and video players software and transcoding software. It is also commonly used in real-time 3D rendering (such as in video games) to add additional effects.

http://en.wikipedia.org/wiki/Video_post-processing

In games, post processing usually occurs in cut scenes that are being 3D rendered, meaning the characters and objects are actually being rendered by the console and a pre-recorded cut scene is not playing. Post processing can add good effects to the cut scene and improve the overall look of it. For cut scenes in my game, it would be relevant to use post processing to further enhance the quality, colours and ambiance of the scene.

This images shows the improved lighting effects that can be made using post processing.

http://blacksun.aerys.in/images/blacksun-post-processing.png

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

Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file.

http://en.wikipedia.org/wiki/Rendering_%28computer_graphics%29

Rendering is usually used on a 3D modelling program and it is used as a means to transform the 3D view point on the applications camera into a 2D image. This is very useful for generating images for your created piece to show to the public for example. Rendering can also be used to show your model with the correct lighting and textures you have placed on or around your model, so you can see a finalized character. Rendering would be relevant to my work by enabling me to render the complete models and textures I have made and transform them into images I could use to add to websites or show people.

This images conveys the stages of rendering, going through wireframe, to plain texture wireframe, to adding textures, to finalized render.

http://gameswalls.com/superbike-2001/rendering/1024x768

https://www.youtube.com/watch?v=5SnsxrUFxqI

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.

Normal maps are commonly used in game development. They are basically 2D textures made in professional programs that – once complete – are wrapped around a 3D object and this would create a nice textured, 3D object. I could used normal

This image shows a normal map and how it would wrap around 3D models. The centre image is the normal map.

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

One of the most valuable maps for a 3D artist is the normal map. Rather than having a color range of black to white, like a bump map uses, normal maps consist of red, green, and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting details based on the color associated with the 3D coordinate.

http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev-3893

mapping when I am modelling to give materials to my models so that they do not look bland.

http://en.wikipedia.org/wiki/Normal_mapping

https://www.youtube.com/watch?v=KG3pTxgZdsI

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

Entity Entity: A unique ID that tags each game-object as a separate item.

http://entity-systems.wikidot.com/

An entity within a game is any object, character, landspace etc that can be found within it. Each entity has a singular id in which it can be identified. I could use entities in my game to create more realistic worlds with the objects I have created.

This image shows a list of various entity’s that exist within Fallout 3. Each one has their own unique ID and settings.

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

http://media.moddb.com/images/articles/1/89/88305/auto/chal2.jpg

https://www.youtube.com/watch?v=AjFbR3Y1s6s

UV Map "UV mapping is the 3D modeling process of making a 2D image representation of a 3D model."

http://www.makehuman.org/doc/node/considering_ uv_mapping.html

This is where I can take the 3D models texture and transform it into a 2D image. I can use it to edit textures on any objects I have and move them around or add them to other models.

UV maps like these would be taken from the 3D model in the middle.

http://www.bobotheseal.com/personal_work/textures/engineer-final02.jpg

https://www.youtube.com/watch?v=iIvTUDgaXikProcedural Texture

Procedural textures take an entirely different approach. Instead of creating an image by defining a large, unchanging block of pixels, procedurals create the texture from the ground up. This is where the term 'procedural' comes from. The texture is defined only

Procedural textures are coded by a person so that the computer can generate the textures itself and continue making them with any size or orientation. This could be used to create landscapes in

“ Procedural texturing is best illustrated pictorially – here is a scene (China Lake Naval Air Weapons Station (KNID), California) in default texturing. The visible terrain is mostly shrubland, and there is a pronounced tiling effect – the texture

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

by the procedure needed to create it. You only need to give the computer a (relatively) small formula, instead of a huge block of pixels. With this formula, the computer is able to create the texture at any scale, in any orientation, extending as far as you need.http://www.upvector.com/?section=Tutorials&subsection=Intro%20to%20Procedural%20Textures

games. pattern is seen to repeat in the scene, leading to regular structures which become even more prominent from higher altitude.

The same scene in procedural texturing looks much more appealing – the random mixture of different base texture removes the tiling for good, and a thin dust effect creates the impression of dry terrain as appropriate for the near-desert location. “

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

http://www.flightgear.org/tours/terrain-texturing/

The images and text above insinuate the effects of procedural textures.

https://www.youtube.com/watch?v=d-NhD18e2YE

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

Physics in games correspond to physics in real life by meaning that if a character knocked a bottle off a shelf for example, the bottle would fall, smash and break apart as it would as if it happened in real life. Physics engines also ensure that all objects have physics, so they can be moved freely in games by the character and respond to certain

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

to real physics, and computation is performed using discrete values.

http://en.wikipedia.org/wiki/Game_physics

forces as they would in real life. This would be useful to make a game much more realistic instead of everything being static and motionless.

http://www.nordinho.net/vbull/attachments/other-cool-games/34044d1208231600-oe-cake-fluid-simulator-physics-game-cake.jpg

This image demonstrates a physics engine in the works. It is being used to demonstrate realistic flowing water.

https://www.youtube.com/watch?v=UlO_mflZ7CsCollision Collision detection typically

refers to the computational problem of detecting the intersection of two or more objects. While the topic is most often associated with its use in video games and other physical simulations, it also has applications in robotics. In addition to determining whether two objects have collided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the set of intersecting points).[1] Collision response deals with simulating what happens when a collision is detected (see physics engine, ragdoll physics). Solving collision detection problems

A collision in a game occurs when two entities touch. Actions take place to stop objects or characters clipping through walls or floors. Physics can also take a part in collisions by making objects bounce or roll across surfaces when they collide.

http://3.bp.blogspot.com/-CYXjOGB2qIA/T1UksAu3n8I/AAAAAAAAASo/aAiE7mihZ9s/s1600/collision1.pngThis images shows a collision of 2D sprites in a 2D game. As you can see, the objects can only move one square at a time, so when they both try to move into the same box, they collide and will go through each other if not programmed correctly.

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

requires extensive use of concepts from linear algebra and computational geometry.

https://www.youtube.com/watch?v=NGh-Vh_NYO0

Lighting the act or quality of illumination

http://www.thefreedictionary.com/lighting

Lighting is an important part of game and is where light is generated to light up a dark room for example so people can see. It can be used quite well to drastically change the atmospheres of games and would be relevant to my work as lighting effects play a large role in games by creating better scenery and atmospheres. http://www.buffed.de/screenshots/667x375/2011/12/Skyrim-

Mod_Realistic_Lighting.jpg

This image demonstrates lighting in games. This images was taken in Skyrim and as you can see, it contains very beautiful and realistic lighting.

https://www.youtube.com/watch?v=nCSRSxET0FAAA – Anti-Aliasing

In computer graphics, antialiasing is a software technique for diminishing jaggies - stairstep-like lines that should be smooth. Jaggies occur because the output device, the monitor or printer, doesn't have a high enough resolution to represent a smooth line. Antialiasing reduces the prominence of jaggies by

AA is used in games to prevent jagged sides on objects which are caused by the monitor usually not having a high enough resolution. I could add an AA option in my game so that people would not have to put up with lots of jagged lines

http://cdn.overclock.net/3/36/36809188_TXAA.png

Here we can see a comparison of AA. Without AA, we can see

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

surrounding the stairsteps with intermediate shades of gray (for gray-scaling devices) or color (for color devices). Although this reduces the jagged appearance of the lines, it also makes them fuzzier.

http://www.webopedia.com/TERM/A/antialiasing.html

that objects in game would have very jagged edges which look a lot like stair cases. The other two options are just various forms of AA. TXAA is the most effective in this example as we can see that all jagged edges no longer exist.

https://www.youtube.com/watch?v=79RJLb5m3VA

LoD – Level of Detail

In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or

LoD techniques could be used to make sure my game is optimized correctly and runs smoothly. Objects far away should have a lower level of complexity to speed up render times as they will be harder to see, so having large amounts of detail would be pointless.

http://gamedev.stackexchange.com/questions/31883/how-change-lod-in-geometry

Here we have a great example of LoD in games as is demonstrates how various models change depending on how close the player is too them. Objects further away display less polygons to put less pressure on the cpu.

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

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

moving fast.

http://en.wikipedia.org/wiki/Level_of_detailAnimation simulation of movement

created by displaying a series of pictures, or frames. Cartoons on television is one example of animation. Animation on computers is one of the chief ingredients of multimedia presentations. There are many software applications that enable you to create animations that you can display on a computer monitor.

http://www.webopedia.com/TERM/A/animation.html

Animation could be used to give objects or characters defined motion for cut scenes or areas of the game. Good animations would make the game feel more realistic as characters should move fluently and as realistically as possible.

http://upload.wikimedia.org/wikipedia/commons/e/ee/Animexample3edit.png

This image shows various frames within an animation and how an animation works. It shows a ball bouncing and if all frames were played in order one after another at a fast rate, it would create the illusion of motion.

https://www.youtube.com/watch?v=d83-T-bG2Ck

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

Sprite A computer graphic which may be moved on-screen and otherwise manipulated as a single entity.

http://www.oxforddictionaries.com/definition/english/sprite

Sprites could be used in both 3D and 2D games. In 3D games I could use 2D sprites for grass that sticks out of the ground which was widely used not long ago. In 2D games, all of my objects should be sprites. Sprites are useful as you can easily edit them and create quite good animations just using a few art skills.

http://i9.photobucket.com/albums/a55/ghmedia/EOTH/4LinkGreen1.png

Here we can see a large set of sprites created for the Legend of Zelda games. Each sprite is different and some come in sets to use for animation, so if the creators wanted the man to swing a sword, a set of sprites would be created showing each stage of the swing, a lot like creating different frames for an animation.

https://www.youtube.com/watch?v=_u-5RJU4wK4

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

Scene 1. the place where an action or event, real or imaginary, occurs2. the setting for the action of a play, novel, etc

http://www.thefreedictionary.com/scene

A scene is an area within a game. It could be anywhere in the universe or anywhere imaginary. The scene usually contains a lot of objects and scenery, but that can change depending on the location. This could also refer to cut scenes in a game where the player is usually taken control of by the computer and programmed to perform certain actions that could aid the storyline.

http://g-ecx.images-amazon.com/images/G/01/videogames/detail-page/fallout3_1_lg.jpg

This scene is from Fallout 3. It very well depicts a devastated, destroyed and broken landscape as a result on a nuclear bomb attack.

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

https://www.youtube.com/watch?v=nGQM0yzg2JkLibrary any collection of things that

is organized for a particular purpose: a software library

http://www.yourdictionary.com/library

This kind of library would be used to hold all of your data and is where you would keep similar data. It would be useful to have a library of similar types of software.

http://img.gawkerassets.com/img/190okkp1qk8ofjpg/original.jpg

https://www.youtube.com/watch?v=MMqG0Gziz_A

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This image shows a persons software library on a platform called Steam.

UI The user interface, in the industrial design field of human–machine interaction, is the space where interactions between humans and machines occur. The goal of this interaction is effective operation and control of the machine on the user's end, and feedback from the machine, which aids the operator in making operational decisions.

www.en.wikipedia.org/wiki/User_interface

This is where humans interact with machines. The aim here is to ensure that the user is able to fully understand and use the UI and make sure the machine does not have a too complicated UI which could annoy the user as this would cause the user to struggle, so machines and humans work together to get a job done effectively.

http://cdn.medialib.computerandvideogames.com/screens/dir_1953/image_195356_thumb_wide620.jpg

This pictures shows the UI of a game called Spore. In this area of the game, you are able to create your own creature, so the UI here is very important as it is the most commonly used feature. It needs to be easy to use and friendly to the user, so that it does not annoy them.

https://www.youtube.com/watch?v=BB4AwRuH_a4

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

Frames In video and animation, frames are individual pictures in a sequence of images. For example, a Flash movie you see on the Web may play 12 frames per second, creating the appearance of motion. Most video is shot at 24 or 30 frames per second, or FPS. FPS is often measured in 3D games as a way of checking how fast the graphics processor of a computer is.

www.techterms.com/definition / frame

Frames are usually used in animations and a singular frame is just one image in an animation. An animation consists or various frames, each similar to the other that when played through quickly, creates the illusion of motion. A good example of this would be a flip book. A page represents a singular frames and the flicking represents the animation playing through and creating the illusion. Frames are useful as they can easily be edited and with enough time, frames can be perfected to get a perfect animation.

http://ellebest.files.wordpress.com/2013/01/frame-rates.png

Here we have a set of frames created for an animation. Once they are all played together, it would look as though the man is running.

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.[2] This term can also be applied to retail, set, fashion,

Concept art in games is used to display early ideas and ensure that you get the best possible result. For example, drawing early ideas for characters could help with the final product as ideas produced for the early versions could be very well developed can the best possible result game be achieved. This can also be used for game mechanics.

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architectural and industrial design.[3]

http://en.wikipedia.org/wiki/Concept_art

https://static.squarespace.com/static/51b3dc8ee4b051b96ceb10de/51ce6099e4b0d911b4489b79/51ce6193e4b0d911b4498c40/1345322906847/1000w/avengers-game-concept2.jpg

Here we have some concept art created for a game. Concept art does not have to be drawn on paper and can be drawn in various soft wares or a very basic 3d model could be made.

https://www.youtube.com/watch?v=hYGIuBoF5YgEvent something that occurs in a certain

place during a particular interval of time (In a game)

http://dictionary.reference.com/browse/event

An event in a game is a programmed occurrence set to happen when the player reaches a certain point in the level. This could be such things as a building falling down, the player being ambushed or a door opening when the player is nearby. Events are useful to add a sense of the unknown to games as you will not know what is going to happen. This would be most effective in horror games as various unusual events could build up over time causing fear, and then a large, terrifying event could occur, causing the play to panic and get frightened. http://img3.wikia.nocookie.net/

__cb20130702170621/pokemon/images/4/46/WildGrassKalosVersion.jpg

In the Pokémon games, an event would trigger at random times whenever the player would walk through grass. A ‘wild Pokémon’ would appear and battle the player and the image above shows

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someone about to have one of these events

https://www.youtube.com/watch?v=gy1YI788BFgPathfinding Pathfinding is a term used

mostly by computer applications to plot the best route from point A to point B. It is a more realistic variant on solving mazes.Used in a wide variety of games, it refers to AI finding a path around an obstacle, such as a wall, door, or bookcase. In recent games, pathfinding has become more important as players demand greater intelligence from their own units (in the case of real-time strategy games) or their opponents (as in the case of first-person shooters).

http://pathfinding.askdefinebeta.com/

Path finding is an important part of games with AI in them as without it, the AI would run into and shoot walls, instead of attacking the player. This is because there is no set path for them, and we don’t possess the skills yet to code AI to be free and make decisions of there own as well as see. Path-finding creates and invisible path around the level which means the AI would be able to find its way around the map and identify the player, so it can chase them properly without getting confused and running into walls.

http://i252.photobucket.com/albums/hh9/PaulTozour/Stormwind-NavMesh.jpg

The white areas in this image show the AI path finding feature in a game engine. Areas in white would show where the AI could move in games. The AI would usually get confused if it ever fell out of these areas.

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

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