Task 1 The Purpose and Functions of Components of Games Engines


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Name:
Roberto Dalberto
RESEARCHED DEFINITION (provide short internet researched definition and URL link)
DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE?
VIDEO GAMES / VIDEO GAME TESTING
Demo
A demonstration of a product or technique
Used to show off my game.
Beta
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.
Also used to show off my game but on a much smaller scale.
Alpha
Beta, named after the second letter of the Greek alphabet, is the software development phase following alpha. Software in the beta stage is also known as betaware. Beta phase generally begins when the software is feature complete but likely to contain a number of known or unknown bugs.
Also used to show off my game but on a much smaller scale.
Pre-Alpha
Pre-Alpha is like mega early version of the game, before everything is finalized. Beta is when the game is coming along and everything is sort of finalized and it's during a stage when bugs and errors are being ironed out.
Also used to show off my game but on a much smaller scale. But this type is before the main beta.
Gold
More commonly known as Gone Gold or Going Gold, this term is used to describe a software program that has finished development and is now ready to be manufactured and released to the public.
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Debug
debugging is done as the result of the unit test for the smallest unit of a system, again at component test when parts are brought together, again at system test when the product is used with other existing products, and again during customer beta test, when users try the product out in a real world situation
Uncovering a problem in my game
Automation
The automatic operation or control of equipment, a process, or a system.
Creating automations for my game
White-Box Testing
In computer hardware, a white box is a personal computer or server without a well-known brand name. For instance, the term applies to systems assembled by small system integrators and to home-built computer systems assembled by end users from parts purchased separately at retail.
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Bug
In public declarations, glitch is used to suggest a minor fault which will soon be rectified and is therefore used as a euphemism for a bug, which is a factual statement that a programming fault is to blame for a system failure.
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GAME ENGINES

                               









GAME ENGINES



Vertex Shader
The Vertex Shader is the programmable Shader stage in the rendering pipeline that handles the processing of individual vertices. Vertex shaders are fed Vertex Attribute data, as specified from a vertex array object by a drawing command.
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Pixel Shader
A Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on a per pixel basis and take care of stuff like lighting and bump mapping.
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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.
Creating a polished version of my level so that it runs smoothly.
Normal Map
The process of rendering a map generally means taking raw geospatial data and making a visual map from it. Often the word applies more specifically to the production of a raster image, or a set of raster tiles, but it can refer to the production of map outputs in vector-based formats
A basic map of my game/ level
Entity
Entity-component-system (ECS) is an architectural pattern that is mostly used in game development. An ECS follows the Composition over inheritance principle that allows greater flexibility in defining entities where every object in a game's scene is an entity (e.g. enemies, bullets, vehicles, etc.).
A existing entity in my level.
UV Map
UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping.
This method was used for creating assets within my level.
Procedural Texture
In computing, procedural generation is a method of creating data algorithmically as opposed to manually. In computer graphics it is commonly used to create textures and 3D models.
Textures created through code for my level.
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.
Objects being able to fall and move with physics within my game.
Collision
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.
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AA – Anti-Aliasing

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LoD – Level of Detail

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Animation
The technique of photographing successive drawings or positions of puppets or models to create an illusion of movement when the film is shown as a sequence.
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Sprite
In computer graphics, a sprite is a two-dimensional image or animation that is integrated into a larger scene.
These are just my basic assets.
Scene
A division of an act presenting continuous action in one place
An instance of assurance within my level
Library
A type of library for video games where games (usually downloaded via the internet) can be paid for per use rather than be bought at full price
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UI
Short for User Interface. Often related to games. Some games have the opportunity to install addons to change the user interface.
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Frames
Frames per second (FPS) is a unit that measures display device performance. It consists of the number of complete scans of the display screen that occur each second.
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Concept
An idea or invention to help sell or publicize a commodity
Drawing out assets for my game before they are actually created, so that I know how they are supposed to look like, such as chairs or a lamp.
Event
Something that happens or is regarded as happening; an occurrence, especially one of some importance.
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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.
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