Engine Terminology Engine Dynamics The Four Strokes Lesson 6 March 2008.
Game Engine Terminology
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Transcript of Game Engine Terminology
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: Patryk
Kleczkowski
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 game demo is a freely distributed demonstration or preview of an upcoming or recently released video game. Demos are typically released by
the game's publisher to help consumers get a feel of the game before deciding whether to buy the ful l version.
http://en.wikipedia.org/wiki/Game_demo
A demo can be very useful in terms of showing your product off to your customer before one buys i t, having a demo attached
to a ful l game when it releases can help build up trust in customers and increase sales, s ince people will be able to try out your product before putting
the money forward. This therefore allows for the game to
be easier to access. Of course the
demo must be limited in some way so that a full game needs to
be bought.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
2
Beta A quality-control technique in which
hardware or software is subjected to tria l in the environment for which it was designed, usually after debugging by the manufacturer and immediately
prior to marketing.
http://dictionary.reference.com/brow
se/beta+test
Beta is done usually after the
Alpha, i t can be used by the game developer to test out their game with their customers for any bugs/problems before releasing a
ful l version of the product. This therefore allows for a better
game and better user experience.
Alpha An early test of a new or updated
software or hardware conducted by the developers or manufacturers prior to beta-testing by potential users
http://dictionary.reference.com/brow
se/alpha%20test
Alpha can be used to test out the game on the public before releasing i t as a full copy, this therefore usually a llows for
better testing and thus less bugs and problems when the game
launches, i t’s a win, win scenario for both the customer and the developer.
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-Alpha means that the game still
has a scheduled list of code and assets to be wri tten and created. The game is buggy, i t lacks features, it’s prone to crashing and performance issues.
There will be issues with the frame-rate of the game, and things that work
in one release being a bit broken in
the next. Pre-Alpha means that the game has not yet reached the s tage of
completion where i t can be described as “Alpha”. https ://carmageddon.zendesk.com/hc
/en-us/articles/200416352-What-does-Pre-Alpha-mean-
Pre-a lpha can be used to show of
an early game concept at some kind of a big show like E3 to build up hype and show how the game ini tially looks. This can help in
marketing as well as in gaining va luable feedback.
Gold Gold master is the final game's build that i s used as a master for production of the game. http://en.wikipedia.org/wiki/Video_ga
me_development
Gold level status is a level of a development where the game is nearly ready to be released and only final testing has to be done.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
4
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 i t 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
Debugging is necessary to be
done in order to make sure that the game produced won’t come out buggy and unplayable. This therefore, if done will guarantee
better user experience and therefore better initial opinions
of the game and most likely
better sales, this combined with things like the a lpha and beta
early access can allow for a bug and problem free game upon release.
Automatio
n
Convert (a process or facility) to be
operated by largely automatic equipment
http://www.oxforddictionaries.com/definition/english/automate
Automation within video games
can a llow a game developer to ei ther automate some kind of a mechanic within the game which
therefore offers easier development (for example
testing something a thousand times automatically) and in many cases a better game and a better experience for the user.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
5
White-Box
Testing
1. White-box testing (also known as
clear box testing, glass box testing, transparent box testing, and s tructural testing) is a method of testing software that tests internal
s tructures or workings of an application, as opposed to i ts
functionality (i .e. black-box testing).
en.wikipedia.org/wiki/White-
box_testing
White box testing can be used to
plan out everything within the engine and make sure that the ini tial idea was correct, this therefore allows for saving time
(s ince we can get rid of errors much earlier when nothing is
lost) and it also allows for
flexibility in changing the initial idea.
Bug A software bug is an error,
flaw, failure, or fault in a computer program or system that causes i t 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 i ts design, or in frameworks and operating systems used by such programs, and a few are
caused by compilers producing incorrect code. A program that
conta ins a large number of bugs,
and/or bugs that seriously interfere with i ts functionality, is said to
be buggy. http://en.wikipedia.org/wiki/Software_bug
A bug is an error within the game
which usually occurs after making an error in the game code. A bug needs to be fixed before the release in order to provide a
good game and a good experience that the users paid for. Doing things like white box testing, a lpha and beta testing as wel l as Q&A checks can help
prevent any bugs getting through and thus create a good game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
6
GAME ENGINES GAME ENGINES
Vertex
Shader
1. The vertex shader i s used to transform
the attributes of vertices (points of a triangle) such as color, texture, pos ition and direction from the original color space to the display
space. It allows the original objects to be distorted or reshaped in any
manner.
www.pcmag.com/encyclopedia/term/
53754/vertex-shader
The vertex shader can be used to
change entire textures and coloring schemes for something within the engine after things like white box testing is complete.
The vertex shader can a llow for quicker work on level design and
therefore allow for spending
more time on things like actual planning and devising the level
i tself which in the end will usually yield a better level.
Pixel
Shader
1. The pixel shader is another
programmable function that allows flexibility in shading an
individual pixel. Whereas
vertex shaders can be used to completely transform the shape of an
object, pixel shaders are used to change the appearance of the pixels. www.pcmag.com/encyclopedia/term/
53754/vertex-shader
The pixel shader can be used to
change the color of individual l i ttle pixels within a texture which
can a llow for easy modification if
one is needed, this can save time and resources since if mistake is
made we will not need to switch out an entire texture out.
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
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-
a lone DVD-Video players), and video
players software and transcoding software. It is a lso
commonly used in real-time 3D rendering (such as in video games) to add additional effects.
http://en.wikipedia.org/wiki/Video_post-processing
Post processing can be done for
the game to look better after i ts development has been completed. This therefore will result in a better looking and a
more pleasing game and will usually yield better sales of the
product in the end, therefore
post processing should a lways be done to ensure the best product
possible.
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 the process of generating
an image from a 2D or 3D model (or models in what collectively could be ca l led 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 vi rtual 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_(computer_graphics)
Rendering is done in 2 stages, it is
done in between the development stages to see if there are any errors in the development stage that just has
been completed, and it is a lso done to the entire game once
everything is done and the game
can be released, rendering puts the objects into the world of the
game and therefore a llow for the game to initially exist. This is a necessity to be done in game development and therefore will
be used a lot in practice.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
9
Normal
Map
In 3D computer graphics, normal
mapping, or "Dot3 bump mapping", is a technique used for faking the l ighting of bumps and dents – an implementation of bump mapping. It
i s used to add details without using more polygons. A common use of this
technique is to greatly enhance the
appearance and details of a low polygon model by generating a normal
map from a high polygon model or height map. http://en.wikipedia.org/wiki/Normal_
mapping#Normal_mapping_in_video_games
A game is always l imited in some
ways , in this case the polygons. There can only be a certain amount of detail in something before the combined detail of
everything will start to bring down the performance of the
game because of the overload of
deta il. Things like dot3 bump mapping can therefore be used
to increase the detail and thus the quality of a game but not increase the polygon count within objects, and thus also
keeping the performance good and s table. This allows therefore
for a better looking game that is a lso still playable and smooth in practice.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
10
Entity In computer games and game engines,
enti ty i s a dynamic object such as a non-player character or i tem. http://en.wikipedia.org/wiki/Entity
In a video game entities will be
created, there will always be some entity objects, and most of the time some entity NPC’s which wi l l enrich and ‘create’ the game
i tself.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
11
UV Map UV mapping is the 3D modelling
process of making a 2D image representation of a 3D model." 3D models are graphed in 3D space using X, Y and Z axis to describe width (X),
height (Y) and Depth (Z) coordinates of the 3d scene or 'world'.
www.makehuman.org/doc/node/considering_uv_mapping.html
UV mapping will need to be done
i f there is a need to present something 3D as 2D within the game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
12
Procedural
Texture
A procedural texture is a computer-
generated image created using an a lgorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal,
s tone, and others. Usually, the natural look of the rendered result is achieved
by the usage of fractal noise and
turbulence functions.
en.wikipedia.org/wiki/Procedural_texture
Procedural texture can be used in
order to achieve a better looking environment within a video game, this creates a better looking game up close and makes
the world feel more alive and the player feel more immersed.
Physics Computer animation physics or game
phys ics 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 phys ics is only a close approximation to rea l physics, and computation is performed using discrete values
http://en.wikipedia.org/wiki/Game_p
hys ics
Phys ics are required within a
video game for the game to feel rea listic to the player playing the
game, dependant on the genre of
the game created there might be di fferent requirement for the
particular physics, for example in a s imulation game the physics might need to be much better than in a casual game. However
there must always be some kind of phys ics so that the player
won’t feel a lienated by the game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
13
Collision Col l ision detection typically refers to
the computational problem of detecting the intersection of two or more objects. While the topic i s most often associated with its use in video
games and other physical simulations, i t a lso has applications in robotics. In
addition to determining whether two
objects have collided, collision detection systems may also ca lculate
time of impact (TOI), and report a contact manifold (the set of intersecting points). Collision response deals with simulating what happens
when a collision is detected
http://en.wikipedia.org/wiki/Collision_detection
Col l ision detection is done so that
the game can function properly, col l ision needs to happen with a lot of things, for example in an FPS game the bullets can’t go
through the wall, they need to col l ide with i t and bounce off it. It
i s crucial to get elements like
col l ision to be done right otherwise the game might feel
very bad and i t might also affect the mechanics of the game in a wrong way.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
14
Lighting How the l ightning works and is set up
within a video game.
Lightning, again, dependant on
the genre of the game being created needs to be different but s ti ll exist, l ightning will a ffect things like the mood of the
player, the atmosphere and in many cases the mechanics of the
game itself. It i s then very
necessary to get the lightning done right so that i t composes
i tself with the game and feels natural, this will make the game much better to play and create a good user experience.
AA – Anti-
Aliasing
Smoothing the jagged appearance of
diagonal lines in a bitmapped image. The pixels that surround the edges of
the l ine are changed to varying shades of gray or color in order to blend the sharp edge into the background.
www.pcmag.com/encyclopedia/term/37810/anti -aliasing
Anti -Aliasing can be used within
the game to smooth the jagged edges on the game. To provide a
better user experience it is necessary to include such an option within the options menu so that users with better
computers can get the game to look and feel better.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
15
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 s tages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object
appearance when distant or moving fast.
http://en.wikipedia.org/wiki/Level_of_deta il
Options for different level of
deta ils will be necessary in order to a l low different specs of computers to s till be able to play the game without losing out
massively on the performance, level of detail can also be used to
save some polygons on longer
dis tances and therefore improve the performance of the game
overa ll.
Animation The technique of photographing
successive drawings or positions of
puppets or models to create an i l lusion of movement when the film is
shown as a sequence
http://www.oxforddictionaries.com/d
efinition/english/animation
Animation is a necessity to be done in order for the game to
work.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
16
Sprite In computer graphics, a sprite (also
known by other name) is a two-dimensional image or animation that i s integrated into a larger scene. Ini tially including just graphical objects
handled separately from the memory bi tmap of a video display, this now
includes various manners of graphical
overlays .
http://en.wikipedia.org/wiki/Sprite_(computer_graphics)
Spri tes are the basics of a 2D
game, while 3D games get their models done in things like Lightwave, 2D sprites can be done in engine and much
quicker, anything within a 2D game world such as objects,
NPC’s or the player i tself is a
spri te.
Scene A scene is the basic base for building a
game onto within the game engine The scene is where we create the game, on i t we put everything that wi ll find i ts way to the final vers ion of the game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
17
Library A l ibrary in terms of video games are a
lot of assets sorted into a library from which the user can then pick out of
The l ibrary is created so that the
game can be developed with easily accessible assets throughout the development process.
UI The user interface, in the industrial
des ign field of human–machine interaction, i s the space where
interactions between humans and machines occur. http://en.wikipedia.org/wiki/User_int
erface
The user interface i s important to get right, without i t the users of the game will have problems with
control ling the game.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
18
Frames A video or movie frame is a single
picture or still shot, that i s shown as part of a larger video or movie. Many s ingle pictures are run in succession to produce what appears to be a
seamless piece of film or videotape. Each frame can be selected on its own
to print out a s ingle photograph.
http://presentationsoft.about.com/od
/uvw/g/95video-frame-definition.htm
Each frame has a picture in it,
when played in an order i t will create the sense of moving, a minimum of 24 FPS i s required for the human eye to see it as a
movie rather than as a slideshow, frames are mainly used in
animation.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
19
Concept Concept document, game proposal, or
game plan is a more detailed document than the pitch document. This includes all the information produced about the game. This
includes the high concept, game's genre, gameplay description, features,
setting, s tory, target audience,
hardware platforms, estimated schedule, marketing analysis, team
requirements, and risk analysis. http://en.wikipedia.org/wiki/Video_game_development
Concept i s necessary in order to
know what you want to do with the video game you’re planning to produce, without a good plan, you wi l l not know how to manage
your team and your resources, and on what aspects of the game
to focus on fi rst and which of
these aspects are most important. A concept therefore
a l lows you for smooth development process which results in a better game in the end.
Event An event i s something that is
programmed by the video game developer that happens within the
game world once the player does
something
An event can help drive narrative
within a video game and help its mechanics.
Salford City College Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1
20
Pathfinding Pathfinding in the context of video
games concerns the way in which a moving entity finds a path around an obstacle; the most frequent context i s rea l -time strategy games (in which the
player directs units around a play area conta ining obstacles), but forms of this
are found in most modern video
games.
http://en.wikipedia.org/wiki/Pathfinding#In_video_games
Pathfinding is necessary in order
to get a fluid AI done within the game, without good pathfinding the entire game concept might be ruined by terrible AI running
into walls.