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Name:
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Roberto
Dalberto
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RESEARCHED DEFINITION (provide
short internet researched definition and URL link)
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DESCRIBE THE RELEVANCE OF THE
RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE?
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VIDEO GAMES / VIDEO GAME
TESTING
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Demo
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A demonstration of a product or technique
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Used to show off my game.
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Beta
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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.
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Also used to show off my game but on
a much smaller scale.
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Alpha
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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.
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Also used to show off my game but on
a much smaller scale.
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Pre-Alpha
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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.
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Also used to show off my game but on
a much smaller scale. But this type is before the main beta.
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Gold
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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
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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
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Uncovering a problem in my game
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Automation
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The automatic
operation or control of equipment, a process, or a system.
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Creating automations for my game
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White-Box Testing
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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
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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
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Vertex Shader
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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
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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
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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.
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Creating a polished version of my
level so that it runs smoothly.
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Normal Map
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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
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A basic map of my game/ level
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Entity
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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.).
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A existing entity in my level.
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UV Map
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UV mapping is the 3D modeling process of projecting a 2D image to a 3D
model's surface for texture mapping.
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This method was used for creating
assets within my level.
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Procedural Texture
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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.
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Textures created through code for my
level.
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Physics
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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.
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Objects being able to fall and move
with physics within my game.
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Collision
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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
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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
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In computer graphics, a sprite is a two-dimensional image or
animation that is integrated into a larger scene.
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These are just my basic assets.
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Scene
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A division of an act presenting continuous action in one place
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An instance of assurance within my
level
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Library
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UI
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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
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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
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An idea or invention to help sell or
publicize a commodity
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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.
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Event
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Something that happens or is regarded as happening; an occurrence, especially one of some importance.
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Pathfinding
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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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