Contributions by Anonymous |
13h |
A mode of the VGA video card hardware that displays the screen in 320 x 200 pixels. |
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2.5D |
A buzzword used to describe raycasting engines, such as Doom or Duke Nuke Em. The maps were generally drawn as 2D bitmaps with height properties but when rendered gave the appearance of being 3D models. |
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3D |
The name of your third dimension for viewing things. The first two being width and height, the third being depth. |
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3D Accelerator Card |
A type of graphics card which helps a computer to process 3D graphics very quickly.
* Computers cannot actually do 'real' 3D imagery (well, none that you can buy without three major lottery wins and a Chair of Lucasian Mathematics at Cambridge University). We haven't invented the Star Trek-style Holosuite(tm) yet, so computers have to create a fake 3D which gets shown on a monitor or TV. Unfortunately, the conversion from 3D to 2D that has to be done requires a lot of mathematics. A 3D Accelerator card has specially-designed stuff on it which does a lot of the mathematics for the computer - leaving the computer to get on with more interesting work. Most 3D Accelerator cards now also accelerate the basic 2D stuff.
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3D Engine |
A set of code that creates graphics that looks 3D. An engine would have all the necessary components from loading the models and data to drawing them on the screen.
(3D Engine List) |
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6DOF |
6 Degrees of Freedom. This refers to the ability to move in the X, Y and Z axis and also rotate around the X, Y, and Z axises. |
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A* |
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AAA |
What does AAA stand for?
We have found one definition saying:
"What does a Triple A rating mean?
The ILFs are rated independently by the rating agency Moody's Investor Services. AAA (Triple A) is the highest rating that can be assigned by the rating agency to ILFs of this type.
The rating is independent of JP Morgan Fleming and is only given after a thorough examination by the rating agency of a number of elements. These include an examination of the portfolio management team and its investment process, internal control procedures, the quality of securities held by the portfolio and the consistency of performance by the ILFs.
A full technical definition on an AAA rating can be obtained from Moody's Investor Services. "
From: http://www.efs-online.com/efs/faqs/jpmorganfaqs.asp, Q11
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Absolute Coordinate System |
A coordinate system where all objects must be shown from the position of your viewpoint. Coordinates are all static and the Viewpoint (camera) moves through the preset coordinates. |
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Abuse |
A side scroller that used a combination of the keyboard (to move) and mouse (direction to shoot) which became a cult hit. Made by the now defunct Crack dot com. (WWW) |
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ADAT |
A form of digital audio tape with 8 tracks. |
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Additive Synthesis |
The process of creating complex waveforms by combining simpler ones. Also known as Fourier synthesis. |
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ADSR |
A complex envelope, probably the most common. Allows for fairly accurate recreation of real instruments' dynamics. The evelope has four parts, attack, decay, sustain, and release. |
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Advance |
Advance on royalties. Money given from a publisher to a developer to create a game that will be recouped from the developers royalties on sales.
For instance, if a developer is given $25,000 as an advance to create a game. When the developer is finished with the game and it is sold, the developer will not recieve any money from the sales royalties until the advance has been paid back.
So if the product is retailed for $30, and the net proceeds for the publisher to sell the game is $15 and the developer has a 10% royalty, the developer will recieve $1.50 for every game sold. Before the developer recieves any money after the advance the game will have to sell 16,667 units ($25,000 / $1.50).
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Adventure Game |
A genre of games that typically are graphics, character and story based. The player usually has to solve a series of puzzles while being given a deep story. Examples of this genre would be many of the LucasArts such as Grim Fandango, the
Monkey Island series, and many of the Quest series from Sierra Online. |
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Affiliated Chain |
A group of retail stores who take advantage of large-scale purchasing or co-op advertising buying efficiency by associating with each other. |
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Aftertouch |
A feature on keyboards that allows you to alter the sound produced by pressing the key after a note has been released. |
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Agent |
Agents will normally be a buffer in between a publisher and a developer, working for the developer. The standard agent's pay is 10% of what the developer is given on the advance. |
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AIFF |
A fairly common audio standard, an acronym for Audio Interchange File Format. |
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Algorithm |
A series of instructions for performing a task. This is the backbone of all programming.
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Aliasing |
With digital sampling, to measure a particular frequency, the sampling rate must be at least twice that of the measured frequency. If an insufficient sampling rate is used, phantom frequencies will be created. |
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Alien Breed |
The Alien Breed series is a series of sci-fi shooters created by Team17. It all started in 1991 with the release of "Alien Breed". This game, along with all of the other Alien Breed games, was based heavily on the "Aliens" movie. The series was revisited 5 times, with the release of Alien Breed II (1993), Tower Assault (1994), Alien Breed 3D (1995), Alien Breed 3D II (1996), Alien Breed 2004 (Cancelled). Some would say that the series was a 2D precursor to Doom. |
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Allegro |
A game programming library which has been ported to a number of operating systems. (WWW) |
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Alpha Blending |
Assigning varying levels of translucency to graphical objects, allowing the creation of things such as glass, fog, and ghosts. This can be accomplished by using alpha channels, or other means. |
See Also:Alpha Channel, Alpha Testing
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Alpha Channel |
In 32-bit color, 24-bits are used for the color, and the extra 8-bits represent an alpha value, or alpha channel. This value is used to determine the pixel's translucency level. |
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Alpha Testing |
The first phase of testing, where the software is tested in-house. The code is normally mostly functional, but some minor design decisions may still be tested. |
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Amiga OS |
The Amiga OS (Workbench 1.0) was the first pre-emptive multitasking operating system released for a home computer. The OS was built on top of the Motorola 7.14 MHz MC 68000 processor. It gained an early foothold in television and movie video editing thanks to the custom A/V chips inside the Amiga, as well as the "Video Toaster" expansion card and software. The operating system uses Amiga-specific hardware extensively to increase performance.
To this day, (AmigaOS4) the operating system is still pre-emptively multitasked and lacks memory protection, and the customized hardware has been mostly replaced by standard G3/G4 motherboards (similar to those used in Power Macintoshes). It retains a die-hard fan base, mostly due to the fact that it provided gaming and multimedia environments far outshining the IBM/PC (and console) software of the early 90s.
Amiga is also the Spanish word for girlfriend. It is thus a (very) positive name.
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Amplifier |
A device used to increase the volume or amplitude of a source signal. |
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Amplitude Modulation |
Amplitude Modulation Changing the amplitude (volume) of a signal. For instance, amplitude modulation with a sine wave as the modulator gives you tremolo.
Very fast amplitude modulation is called ring modulation. Ring modulation produces the sum and difference of all the frequencies of both the modulator and the signal being modulated. |
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Analog Synthesizer |
A type of synthesizer that creates sounds through the modification of electrical signals. |
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Anisotropic Filtering |
The level past trilinear filtering, this uses samples from multiple Mip Maps to get the best approximation for a texture. Very heavy performance cost. |
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API |
Application Program Interface. A set of routines which acts as a go-between for the operating system and a program. For instance, DirectX is a Windows API. |
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AR |
A very simple envelope type, with only attack and release. |
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Architecture |
The science, art, or profession of designing and constructing buildings, bridges, etc.
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Arpeggiator |
A device that, when you play a chord on a keyboard, cycles through the depressed keys in a programmed pattern. |
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Artificial Emotion |
Simulation of moods and personalities in software. |
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Artificial Intelligence |
Intelligence that mimics human intelligence. The main types of Artificial Intelligence used in games currently are State Machines, Expert Systems, Fuzzy Logic, Genetic Algorithms and Neural Networks. |
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Attack |
The first part of an ADSR envelope. The amount of time, immediately after a key is struck, that it takes for the resulting note to reach the velocity (volume level) at which the key was struck. |
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Attenuation |
The opposite of amplification -- when a signal's amplitude is reduced. |
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Avatar |
A buzzword used by the Virtual Reality community to mean a "representation of the user". |
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Backface Culling |
Because the polygons facing away from the viewer are not seen, and the extra time spent drawing them would have no effect on the visual quality of the scene, these backfaces are almost always removed in some manner. |
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Bandwidth |
Refers to a measurement of how many bits can be transfered over a path at once.
For instance a pipe may be able to send 16 bits at once which would be called 16 bits of bandwidth. |
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Bank |
A 64K segment of video memory commonly found in older video cards which were made during the times of 16-bit compilers which had a maximum word size of 2 bytes, allowing a programmer to linearly address only 65K of screen space at any time. |
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BASIC |
Beginners All-Purpose Symbolic Instruction Code. Originally created to teach the basics of programming, it uses a loose type casting system and has been brought back into the mainstream by Microsoft's Visual Basic. |
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Beta Testing |
The second stage of testing where software is given to a group of users to test it in a real world environment. Software is usually functionally complete by this point and the goal is to work out the glitches. |
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Bilinear Filtering |
Uses the four adjacent corners to interpolate the value of a pixel in a texture map. This decreases the jaggedness of a texture when it gets larger, but also takes more memory and gives it a blurred look. |
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Billboard |
A 2D image rotated in 3D so that its normal follows the normal of the viewing direction.
Another definition would be: A 2D image that is rendered on the same plane as the viewing camera in a 3D world. |
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Bitmap |
Usually a rectangular block of information where data is stored by the picture to make an image. For instance, if you capture the screen the data you would have is a bitmap of the screen. |
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Blending |
When an image is drawn so that images drawn before it can still be seen. This is done through blending the source colors with the destination colors at different percentages.
Also called Transparency. |
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Blitter |
A highly specialized processor which is designed solely for working on graphics.
* Usually adept at copying rectangular chunks of graphic data around from place to place. Since Operating Systems such as Windows, MacOS often deal with large rectangular chunks of stuff on a screen - such as, er, windows - a blitter has
become a standard feature in today's graphics cards. |
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Blizzard Entertainment |
Renowned game designing company who created the smash hit games Diablo, Warcraft, and Starcraft, as well as their sequels.Praised by pc gaming columnists worldwide, Blizzard Entertainment has earned itself a reputation for releasing only high-quality games. |
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BMP |
.BMP, a bitmap file format. Used as the standard file format for Windows, BMP files can display data through a number of different color depths, and is usually uncompressed. BMP format does include a Run-Length Encoding version for 8-bit files and does not support a 16-bit format. |
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Boss |
Usually an enemy character that will be found at the end of a level which is harder to kill. Originally bosses were given specific patterns you would have to learn to beat them. |
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Bottom-Up |
The process of creating something by first designing the base elements and then creating the big picture out of them. Opposite of Top-Down. |
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BPS |
Bits Per Second. A measurement of speed for transfering information. |
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BSP Tree |
Binary Space Partition Tree. This is a sorting method for sorting nonmoving polygons where polygons are either in front or behind the currently polygon. The resulting linked list gives you the proper sorting for all polygons on the screen. |
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Bump Mapping |
A process of rendering polygons that gives them an illusion of depth. |
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Bus |
A feature on a mixer where a number of channels can have their settings modified together. |
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Button |
The simplest form of interface the button either provides pressed or non-pressed information to the game. Buttons are usually used for action commands, such as punching, kicking, pressing the gas/break, or shooting. |
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Byte |
A byte is 8 bits, which is the equivalent of 256 different possible combinations (0 to 255). A single letter (character) on a computer is normally stored as a byte in ASCII format. |
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C++ |
A programming language derived from C, based on Object Oriented Programming (OOP) using classes. The programming model for OOP focuses on the data being used instead of procedures. |
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Camper |
A term used to define someone who acts as a sniper in a First Person Shooter. Usually used derogatively. |
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Capture The Flag |
A multiplayer game with teams where the objective is to capture the other teams flag and bring it back to your own teams base while protecting your own flag. |
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Carrier |
The signal that is modulated by the modulator or program wave. |
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Cartesian Coordinate System |
The standard coordinate system. With three dimensions, there are three scalars, x, y, and z used to represent a point at a given distance from a reference point, the origin. |
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CD |
Compact Disc. The current default media for distributing software to end users. |
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CD-R |
A device used to WRITE Compact Discs. This is also known as the "CD - BURNER," because it burns data onto the CD with a laser. CD-Rs cannot write data to CDs on which data have already been written. |
See Also:CD, CD-RW
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CD-RW |
A device that can READ and WRITE data to CDs. With this device, data can be "Fixed" (replaced) on CDs to which data had once been burned. The CR-RW can only fix CDs that are REWRITABLE. |
See Also:CD, CD-R
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CDX |
A DirectX 2D, 3D and sound wrapper with some very simple game basics such as tile/map support for 2D and sprite movement. (WWW) |
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Cel Shading |
A technique which causes rendered objects to look as though they are hand-drawn, cartoon images.
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Channel |
With MIDI, there are 16 channels over which data can be transmitted. With mixers, a channel is an input. |
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Chorus |
A method of adding depth to a sound, by rotating part of the sound in one channel out of phase with the other. |
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Chrono Trigger |
Chrono Trigger is a game made by Squaresoft (makers of the Final Fantasy series.) The original Chrono Trigger was realeased on the Super Nintendo Entertainment System (SNES), and on the Playstation in the Final Fantasy Chronicles game.
The story of Chrono Trigger deals with a character named Chrono who gets transported through time when one friend's expirement conflicts with another new friend's pendant.
A sequel, called Chrono Cross, was released for the Playstation. |
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Cinematic |
Having qualities of the cinema. Often used to mean dramatic in the sense of being sensational or thrilling. |
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Clean |
A signal without any effects. |
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Clear Reduction |
An optimization of Z-buffering that buffers 1/Z values rather than Z values. Traditionally, Z-buffers are cleared each frame, but clear reduction makes it so they must only be cleared far less frequently. |
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Client / Server |
An architecture in which there is a main source of information, the server, and it is accesed when the information is needed by the clients. |
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Clipping |
Clipping occurs when a device is transmitting more signal than it was designed to handle. The distinct sound of audio clipping is created by the waveforms getting "chopped off" before they (the waveforms) reach the peaks of their excursion. Creating, esentially, a square-wave. The higher the amplitude, the closer the waveform resembles a square-wave, and thus, the more noticable the sound becomes. Clipping is found useful in some cases ie: overdriven guitar effects. |
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Clipping Plane |
The Clipping Plane is a barrier to determine the loading and display points of 3d models and textures. The farther away the clipping pane from the main object, the further you can "see", but comes at a heavy performance cost.
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CLUT |
Color Look Up Table. An index of colors, for instance to hold 256 different colors in a single byte and look up a color using 3 bytes. |
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CoDec |
Short for Compressor/Decompressor. The name used for libraries that will compress and uncompress data in various kinds of ways, such as video and audio. |
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Collision Detection |
A process of determining if two objects have collided by testing their bounds or a spatial overlap. |
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Collisions |
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Color Cycling |
Normally used with Indexed Color, this is a method of changing the index information for an image so that the colors change in a way that makes it appear to animate or cycle colors. |
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Color Depth |
Refers to the amount of memory used to represent a single pixel, and is most commonly measured in bits. Common values are 8-bit, 16-bit, 24-bit, and 32-bit. More bits means a wider range of colors. |
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Color Key |
A value indicating the color to be used for transparent or translucent effects. For example, when using a hardware blitter, all the pixels of a rectangular area are blitted, except the value that was set as the color key; this creates nonrectangular sprites on a surface. |
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Command & Conquer |
The game that brought the Real-Time Strategy genre to the masses and one of the first major hits to include network play. The Command & Conquer franchise has had a series of hits afterwards such as Covert Ops, Red Alert and Tiberian Sun(WWW) |
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Compiler |
A program that translates a computer language into object code which can then be assembled into machine language. This is necessary for programming in all high level languages (like C/C++ and Pascal) which are not interpreted (like BASIC). |
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Compression |
Reduction of the signal's dynamic range; makes quiet sounds louder, and louds sounds quieter. Often used to smooth the sound of an instrument and to increase sustain. |
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Console |
Systems designed specifically for playing video games. Currently consoles would include the Sony Playstation, Nintendo N64 and Sega Dreamcast. |
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Control Voltage |
A method of controlling analog synthesizers -- used for pitch control (with VCOs), loudness control (VCAs), etc. |
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Corona |
The artifacts that appear around a bright light source. Often in circular or star like shapes. |
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CPU |
The Central Processing Unit of a computer, also called the computer's "processor." The CPU acts as the computer's brain by performing important calculations and executing the commands found in a program.
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Crawford, Chris |
A pioneer in the games industry who left to pursue developing an Interactive Fiction 'engine' for creating story worlds. (WWW)
Book: The Art of Computer Game Design. 1982 |
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Critical Path |
The necessary route from start to finish in a game. Everything that must be done to complete a game is considered to be within the “critical path”. This holds especially true in linear games, where a player is forced to proceed along a specified path. Often the critical path is shown to the player with “primary objectives” or “main goals” of a level or the game as a whole. Other, smaller objectives or secondary goals that are not required to finish the game are considered “non-critical path”. |
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Cross-Product |
Cross Product (Vector Product)
The cross product is a little more tricky. The cross product between two vectors yields a third vector which is perpendicular to the first two.
For vectors A, B, and a resultant C :
A X B = C
Or in component form :
( A.x , A.y , A.z ) X ( B.x , B.y , B.z ) = ( A.y * B.z - A.z * B.y , A.z * B.x - A.x * B.z , A.x * B.y - A.y * B.x)
This is commonly utilized to compute something known as a surface normal. As by the cross product formula, a normal is simply a vector that is perpendicular to some plane. In graphics, this plane is usually a polygon of some type.
Please note that A X B <> B X A . Ordering is very important in cross products. What actually happens is that B X A will yield a vector which points in the opposite direction of A X B.
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crunch mode |
The last phase of development when people work day and night to complete the project on time. |
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Cutscene |
A screen which is removed from the gameplay to segue between different situations, such as levels or different kinds of interfaces. |
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Cut-Sequence |
An animation that segues between different components of a game, such as providing information or entertainment between levels or missions. |
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CVS |
Concurrent Versioning System: A system for managing simultaneous development of files. It is in common use in large programming projects, and is also useful to system administrators, technical writers, and anyone who needs to manage files. More info at http://www.cvshome.org/ |
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D3D |
Direct3D. Part of the API DirectX for Windows, it handles 3D rendering. |
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DarkBasic |
Basic based lenguage made by The Games Creator which features easy direct 3d use provided by his functions |
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DAT |
Digital audio tape -- a very common means of digital recording. |
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Deathmatch |
The term coined for multiplayer games in Doom, usually consisting of all players trying to see who can get the most kills. |
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Decay |
The second part of an ADSR envelope. The amount of time, after the attack time has elapsed, that it takes for the note's volume to drop to sustain level. |
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Decibel |
A logarithmic scale of an audio signal's intensity. |
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Delay |
An effect where the original signal is repeated after a short interval. |
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Design Document |
A document that the designer creates which contains everything that a game should include. Sometimes referred to as a "design bible", this document should list every piece of art, sound, music, character, all the back story and plot that will be in the game. Basically, if the game is going to have it, it should be thoroughly documented in the design document so that the entire development team understands exactly what needs to be done and has a common point of reference. |
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Designer |
The game designer is the one who takes a game from an initial concept and flushes out all the components of a game until it is totally complete on paper. The designer usually writes this information into a design document. |
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Developer |
This term refers to anyone who is involved in the process of development of games. This could include anyone in a game company, or it could only mean those who are directly involved in creating the game such as the artists, designers,
programmers and musicians. Developer is also sometimes used as a synonym to a programmer. |
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Development |
Development is a process of creating something. |
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Diablo |
A dungeon based shooter with Isometric graphics and dynamic map creation system that has enormous popularity. Diablo 2 is currently scheduled for release. WWW |
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Difficulty ramping |
Like music or theatre, video games often have a pattern of action that starts low, then steadily rises through the game, and climaxes near the end. This means that the challenges faced by the player are not equal in difficulty as the game progresses. Games tend to start with simple challenges and build to a higher difficulty level as the game nears completion.
Obtaining a desired difficulty ramp is one of the reasons developers make video games linear. As a linear game has fewer variables to consider, it is much easier to apply an even ramp to than to a non-linear game.
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Digital Modelling Amplifier |
An amplifier that emulates the characteristics of other amplifiers, allowing for near authentic tone with much more versatility and a vastly lower price. |
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Digital Synthesizer |
Synthesizers where sound is generated much like it is with analog synthesizers, though all processing and filtering is done digitally. Usually capable of much more realistic reproduction of natural instruments, though this is not always desirable. A common complaint is that digital synthesizers sound colder than their analog counterparts. |
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DIN |
A round connector with a number of pins. MIDI connectors are 5-pin DIN connectors. |
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Direct3D |
A 3D API developed by Micosoft and part of the DirectX SDK. Contains two modes, one working at a higher level but slower which is Retained Mode, and a lower level, faster version called Immediate Mode. (WWW)
See OpenGL, Glide.
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DirectDraw |
The initial API needed to manipulate anything regarding graphics through the DirectX API. Includes functions on setting the screen size and resolution. (WWW) |
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DirectGraphics |
Introduced in DirectX 8; DirectGraphics combines both Direct3D and DirectDraw. (DirectDraw was removed after DirectX 7) |
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DirectInput |
The API needed to closely access hardware through Windows, such as the keyboard, mouse, joysticks and joypads. (WWW) |
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Director |
In game industry there is no real director position, besides possibly a corporate position like "Director of Technology". The position which is closest to this film position in games would be a designer or producer, depending on the company. |
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DirectPlay |
The API needed to connect over networks through DirectX. (WWW) |
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DirectShow |
The API developed for easily playing media such as AVIs and MPEGs. (WWW) |
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DirectSound |
The API needed to play sounds through DirectX. (WWW) |
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DirectX |
A package of APIs developed by Microsoft to give developers greater control in developing applications for Windows. Individual APIs can normally be distinguished by having the prefix of Direct, as in DirectSomething. (WWW) |
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Dirty Rectangles |
A method of updating only the changed parts of the screen. The screen is divided up into rectangles and only rectangles that have changes are makred "dirty" and then are redrawn to clean them up. Increases drawing speed as less is drawn. |
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Distortion |
Any alteration of a signal -- can be desirable, with controlled distortion through effects boxes, overdrive, etc., or unwanted, such as with noticable distortion in hi-fi equipment caused by poor components. |
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Distributor |
A business that buys, warehouses, ships, invoices and sells to retailers for non-competing products. Contrast to a wholesaler which carries non-exclusive lines of products. |
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Distributor |
Someone who distributes items to retail stores. For instance, a publisher will have a game printed into its material/box for and then send them to distributors who will store them in warehouses and distribute them to retail stores when they are needed. |
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Dithering |
The process of creating an illusion of more colors than are really available in the current color depth by creatively arranging individual pixel patterns. |
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DLL |
Dynamic Link Library. Used to contain code that can be ran from executable but does not have to be compiled each time, practical to distributing abstracted functions. |
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Dot-Product |
Dot Product (Scalar Product)
The dot product shouldn't cause you any trouble. It is simply a way to multiply vectors. Keep in mind that we would normally describe these vectors in unit vector notation.
Here is a typical representation of a dot product for vectors A and B:
A · B
Or we can describe the same equation in terms of vector components:
A · B = A.x * B.x + A.y * B.y + A.z * B.z
Using a Dot Product, we can obtain the angle between two vectors A and B as follows:
Cos q = (A · B) / (|A| · |B|)
q = arcCos ((A · B) / (|A| · |B|))
Okay, lets break down what just occurred above. What we are saying is that the cosine of theta is equal to the dot product of A and B divided by the product of A and B's magnitudes. The magnitude of a vector V is denoted by : |V|
One can calculate the magnitude of a vector simply by taking the square root of each term
in the vector squared. Ie.
|A| = sqrt (A.x * A.x + A.y * A.y + A.z * A.z)
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Double Buffering |
A video buffer consists of a memory allocation for the information that is drawn to the screen. The first buffer is what is actually drawn to the screen, a second and third buffer are used to create a workspace to draw to that doesn't require synchronization to the vertical retrace of the monitor.
Double buffering gives the program a buffer to draw on that is not dependent on the retrace. The second buffer can be held in video memory and then "flipped" to change places with the primary buffer, which then is used as the second buffer until the next flip.
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Download |
The process of transfering information from a host source to a client. Ex: When you surf the web you are downloading information from web sites. |
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Dreamcast |
The Sega Dreamcast is the last console of Sega Enterprises, which was released in 1998 in Japan and 1999 in North-America and Europe.
Since 2000 various freeware games are available thanks to the open source and free development kit KallistiOS. The Dreamcast is the one and only videogame console which makes it possible due the free development libraries like SDL to create software legal without using any Sega libraries.
Three commercial games without Sega licence were released 2003 and 2004 this way. Still, there are publishers like www.dreamcast-scene.com or www.goatstore.com who even help out single programmers to release their software commercially on CD. |
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Dreamcast |
The latest console from Sega. (WWW) |
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Drop Out |
A drop out occures when a few polygons vanish because there are too many polygons being displayed on screen for the computer to handle. |
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Drum Machine |
A device that simulates percussion patterns. Used often when band members are short, for practice (to lay down a beat to use as reference), or in certain musical genres (hip hop, house). |
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DVD |
DVD (Digital Versatile Disk)
DVD storage capacity is: 17 Gbyte
DVD delivers the data at a higher rate than CD-ROM. This technology could replace the Video Cassett tape due to the high quality of the sound and video. Unlike video cassett tapes, DVDs do not degrade in picture quality over time. |
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E3 |
The Electronic Entertainment Expo. This is the main event of the year for the game industry for publishers to woo retailers and show off games that will hopefully be ready for the Christmas sales season. |
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Easter Egg |
Something in a game that has nothing to do with the main game or is an unnecessary bonus. For example, some games have hidden pictures of their developers that can be viewed by pressing special key combinations. |
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EBCDIC |
Extended Binary Coded Decimal Interchange
Primarily used on mainframe computers, EBCDIC is used to represent data. |
See Also:ASCII
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Echo |
An effect where the original signal is repeated after a small delay. |
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Effect Box |
A type of unit that alters the signal in a wide variety of manners. |
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Emergent Behavior |
Behavior that was not explicitly designed but occurs from the existing routines. Usually implemented by defining simple rules that allow some overlapping. |
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Emulation |
The act of simulation a set of circumstances out of the original context. Emulators often simulate hardware calls so that different machines can run each others software. This has been seen in the game world by programs like MAME which emulate old arcade machines on current machines and operating systems. |
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Emulator |
Something which performs like something else. In the game world, this is usually one system being able to run software that was created to be run on a different system. |
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End Cap |
A display that is placed at the end of a retail shelf and considered the premiere placement. Publishers will pay extra for end caps so that their games are more prominent to customers. |
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Envelope |
A representation of the dynamics of a single note. |
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Envelope Generator |
In synthesizers, a device that produces a volume envelope. Some common types are ADSR and AR generators. |
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Environment Mapping |
An effect where an object reflects its surroundings, much like chrome. |
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Equalization |
The manual shaping of various frequency ranges. |
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Ethereal Darkness Interactive |
Northampton, Massachusetts based Independent Game Developer founded by Raymond Jacobs and well known to GameDev.net; over the course of three years they designed, produced and sold the Indie game Morning's Wrath. |
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Experience Points |
Often used in Role Playing Games (RPGs), experience points are a way of measuring how much the player has experienced to grant them additional benefits often in the form of increased statistics or skills. |
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Face |
Usually a polygon that is part of an object. |
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FIFO |
First in, first out. This is opposite of how the stack works, LIFO. This stands for Last In First Out. |
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File Formats |
So that files can be loaded by different programs, there are different formats that are adhered to for compatibility. Examples of file formats would be .BMP, .TGA, .JPG, .WAV, .TXT. (Wotsit's Format) |
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Fill Rate |
Used to describe the number of pixels a card can move onto into view, thus the screen. Often the fill rate is given with different qualfiers, such as textured, zbuffered, filtered pixels. |
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Filter |
A component that attenuates certain frequency ranges. Various filters have different volume reduction slopes; the most common being 12 decibels per octave. |
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FMV |
Full Motion Video. Video streams such as AVIs and MPEGs are examples of FMV. Games that used FMV extensively, both real actors and computer created, were often classified as FMV games. |
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Fogging |
The process of putting a hazy, fog-like area near the end of the visibility distance so that objects appear to disapear more naturally. |
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Foo |
Foo is a generic word that game designers use to stand for any object. |
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FPS |
First Person Shooter. Shooter of the first person perspective. E.g. Quake, Unreal Tounament, Rainbow Six, etc. |
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FPS |
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FPS |
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Fractal |
Fractional Dimensions. The name comes from the process of using fractional dimension mathematics to create images or data.
The data often works on a system of patterns being repeated in larger and smaller forms with the same algorithm. |
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Frag |
Another name for a kill, usually associated with First Person Shooter deathmatch. Originally used in Vietnam as slang for killing the officer with a "stray" fragmentation grenade. |
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Freeware |
A concept that grew out of the desire to make software free for use, but not to give up all authorial rights which a public domain license does. |
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Frequency Modulation |
When a signal's frequency is altered by another signal's. |
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Frustum Clipping |
When a polygon is clipped against the viewing frustum. |
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FTP |
An abbreviation for "File Transfer Protocol". This is a technology which allows the transfer of files from one computer to another. FTP also allows for limited access to the files on a computer by reequesting a user name and password. Anyone who does not have a password can enter the user name "anonymous" and his e-mail address as a password. But users with special priviliges may have access to files to which the general public does not have access.
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Fuzz |
A type of distortion that intentionally adds noise to the signal. |
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Fuzzy Logic |
Developed by Lofty Zadeth (UC Berkeley), it is based on a system of logic what uses 0s and 1s instead of True and False to attempt to more accurately represent a conclusion that cannot be a True or False result. |
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Gain |
Boosting the power of a signal. |
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Game |
An interactive, self-contained system of rules containing a challenge and a victory condition that defines a focused reality for the purpose of entertainment. |
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Game Developer Conference |
A conference for industry professionals to gather, do business, attend lectures and round tables given by professionals and schmooze. Abbreviated GDC, this event is hosted by Miller Freeman and information can be found at http://www.gdconf.com/. |
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Game Developer Magazine |
Game Developer Magazine is the premier paper publication for the industry. (WWW) |
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Game Mechanic |
A game mechanic is a rule which defines how a game proceeds. For instance, in Chess, a bishop may move only along the boards diagonals. In the Mario Bros. games, Mario may squish his enemies by stomping upon them. In football, a team loses posession of the ball after failing to advance 10 yards in 4 downs. Each of these rules is a game mechanic.
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Game Schools |
There are several University type schools for game programming, a list of which be found here: (WWW) |
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GameDev.Net |
A game development resource site with articles, tutorials, design diaries and general information for game developers. (WWW) |
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GameDev.Net IRC Chat |
GameDev.Net has an IRC channel #gamedev on the AfterNET servers. You can log on to 'irc.afternet.org' with any IRC client. Then type '/join #gamedev'. |
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Gameplay |
Meaningful interactions during a game. |
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Garriot, Richard |
Richard "Lord British" Garriot is best know as the creator of the Ultima series of RPGs.
The Ultima series began with Akalabeth (Ultima 0), which was released in 1979. Many sequels followed: Ultima I - IX, and Ultima Online.
One of Richard Garriot's wonderful contributions to game design was introduced in Ultima IV: Quest of the Avatar (released in 1985). The game kept track of the character's choices and actions. The player's goal was to live a life of virtue. Good actions, such as charity and sacrifice, were rewarded. But evil actions, such as lying or stealing were also taken into account. The player could not complete the game unless he were sufficiently virtuous. While this may sound a bit odd, it was a wonderful innovaiton. It is a rare game which can so successfully boost a player's self-esteem!
The Ultima series has had a profound impact on subsequent games, influencing games such as: Fallout I & II, Baldur's Gate I & II, Icewind Dale, the Final Fantasy series, Neverwinter Nights, Arcanum, Pools of Radiance, and Dark Sun.
Richard Garriot's games usually take advantage of the best available technology.
Richard Garriot has recently left OSI, and has founded a new company called Destination Games. This company has formed a partnership with NCSoft, an Asian company.
He is currently working on a translation of NCSoft's Lineage: The Bloodpledge for the U.S. market, a new MMPORPG code-named Tabula Rasa, and the mysterious "Project X". |
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GDC |
Game Developer Conference |
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GDI |
Graphics Device Interface. The standard way to do graphics within Windows. |
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Genesis3D |
An open source 3D engine which has recieved a large amount of community support. (WWW) |
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Genre |
A class of games. Common genres would be the shooter, First Person Shooter (FPS), Role Playing Game (RPG), simulation, Real Time Strategy (RTS) |
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GIF |
Graphics Interchange Format. A format for saving graphics that usually uses a 8-bit (256 color) indexed bitmap. |
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Gimble Lock |
A problem encountered when one tries to rotate using the 3 axises where one ends up rotating in the wrong direction after several rotations.
Common fixes to this problem are to use matrix multiplication for rotations or quaternions. |
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Glide |
A 3D API developed by 3DFX for their Voodoo chipset.
Glide was once a very popular API, as it was the first available to utilitize hardware acceleration for the general gamer. Since the proliferation of Direct3D and OpenGL, Glide's usefulness has waned because it only works on 3DFX cards.
See OpenGL, Direct3D.
(Glide Underground) |
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Going Glass |
Terminology used when software is burned onto the final CDs that will be distributed and sold. So named because in contract to "gold" CDR discs, the distribution CDs are clear.
See Going Gold. |
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Going Gold |
Terminology used when software is burned onto a "gold" cd that will be sent to the CD manufacturers to be reproduced.So named because of the CDR burnable CDs are gold backed normally.
See Going Glass. |
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Gouraud Shading |
Also known as intensity interpolation. A shading model where the light intensity is calculated at each of the vertices, and is interpolated across the polygon. |
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Graphics |
A form of data representation. Without graphics, we'd just have numeric displays.
* Graphics use imagery, such as pictures, lines, points, colors and so on to represent information. It's the difference between a spreadsheet and a pie-chart. The spreadsheet is a numeric representation; the pie-chart is a graphical representation. Since computers see all things as numbers, programmers and electronics engineers have had to design ways to convert those numbers into moving images. The electronics engineers gave us the Graphics Card for this very purpose. |
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Graphics Card |
A card which processes graphics for a computer.
* A graphics card is given an image in digital form. The card then takes care of converting the digital data and squirting down a cable into a monitor or TV in their preferred analog[ue] form. Modern cards also provide some features which help speed the creation of an image by the computer. For instance, most now have blitters which speed up copying rectangular chunks of memory around from A to B. |
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GUI |
Graphical User Interface. |
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GUID |
Globally Unique Identifier |
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Happy Puppy |
A site for gamers and has some information for game developers as well. () |
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Hard Drive |
A media storage device which is usually built into the computer tower, and serves as major storage space for programs and other data.
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HDR |
Real world lighting contains a high range of luminance values. HDR, or High Dynamic Range lighting, is essentially a technique that exceeds the normal computer graphics color range of 0 to 255, allowing for more realistic lighting models. |
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Height Map |
A method often used to create 3D landscapes, height maps contain a grid of points that are given height values and the landscape is rendered by building polygons out of them. |
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Heuristic |
A rule of thumb or educated guess that reduces or limits a search on a domain that is difficult to search. |
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Hit Points |
Used in most games to reference the amount of times a player can be damaged before their character passes out or dies. |
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Hypercycle |
A evolutionary body that regulates the intrinsic intelligence of Living and Artifical Living systems. Developed in 1979 Eigen, M. and P. Schuster, hypercyclic systems have become primary factor in the study of evolving systems. Since 1999, the Bionic Bros. GmbH lauched the development of an ALife gaming system based on the Eigen - Schuster Proposal. Watch it evolve..
www.bionicbros.de
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iDevGames.com |
A Macintosh game development site with tutorials, forums, game assets, code and information for Macintosh game developers. |
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Idle Motion |
Idle motions are scripted events that are triggered when the player does not provide any input for a certain period of time. The motions are generally small, like fidgeting, or polishing the weapon. |
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IDSA |
Interactive Digital Software Association. An organization dedicated to improving the business aspects of the industry, often in the areas of piracy and the industry's image. |
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IGDN |
The International Game Developers Network. This is group that was created to bring more community to the game industry while also including people from other countries besides the US. (www.igdn.org) |
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IMHO |
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Independent Developer |
A developer that is not owned by a large publishing company. |
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Independent Games Festival |
A competition that promotes independent developers by allowing them to display their games at the Game Developer Conference. (WWW) |
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Indexed Color |
When color information is stored in a look up table that contains the colors red, green and blue information. |
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Indot |
Indot refers to non-quad and non-tri polygons. For instance a pentegon without triangulation or quads. (This is only appreant during modeling in a 3d application that supports this feature.) |
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Integer |
An integer is a whole number, positive or negative commonly stored as a group of bytes. The integer size usually is in proportion to the pipelining capabilities of the processor architecture it is implemented in. On modern x86 architectures, integers are normally 32-bits in length. |
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Intellectual Property |
The art, sound, music, code, 3d models, design, story, and the like created during game production that make the product what it is. Typically, IP can be copyrighted, trademarked, or patented. |
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Interpolation |
Using a ratio to step gradually a variable from one value to another. |
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Interpreter |
A program that executes programs. Different from a compiler which turns a source code into an executable, the interperter will run interpret-compile each command while running. |
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Interrupt |
1. aka Hardware Interrupts: A request for attention from the processor. When the processor receives an interrupt, it suspends its current operations, saves the status of its work, and transfers control to a special routine known as an interrupt handler, which contains the instructions for dealing with the particular situation that caused the interrupt. ex: int 0x09 - keyboard interrupt
2. aka Software interrupts: functions stored in memory by the operating system to be used by programs to facilitate different tasks (aka system calls). ex: int 0x21 in MS-DOS
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Intro Sequence |
Generally an intro is a fully animated sequence that appears when a game is first loaded and explains the back-story of the game and may introduce the main character and nemesis. |
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IP |
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IPX |
Internetwork Packet Exchange. An unreliable (datagram) protocol introduced by Novell Netware. Complimentary protocol would be SPX. |
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IRC |
Internet Relay Chat. A client-server created to allow people to talk to each over a network. The unit runs a IRC client, such as mIRC, and connects to an IRC server and can then talk to other through channels or directly. |
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Isometric Tiles |
One way of drawing 2D tiles so that it appears that they look 3D as they are layered with depth.
In computer games this is usually a misnomer as isometric means a 1-1-1 perspective. Normally in games the depth ratio is less so that the tiles do not seem as wide. |
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Java |
A cross-platform programming language developed by Sun Microsystems that often used on web pages and is capable of handling graphics. |
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Joypad |
An input device which consists of a button like surface which can usually move in 4 distinct directions and 4 more combinations and is almost exclusively hand-held. Usually used for giving directional information and comes with buttons for action input. |
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Joystick |
An input device which consists of a stick that comes up from a platform which can be hand-held or mounted onto a surface. Usually used for giving directional information and comes with buttons for action input. |
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Lag |
The time it takes information to go from one computer to another. Usually it is only refered to when it is noticeably slow. See latency. |
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Lambert Shading |
A shading model where the light intensity is calculated at one point along the polygon and is used to shade the entire face. Also commonly refered to as flat shading. |
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LaMothe, André |
Well-known author of a number of successful game programming books, including Tricks of the Windows Game Programming Gurus and The Black Art of 3D Game Programming. Also the founder of Xtreme Games. |
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Latency |
The time it takes for information to travel. Often measured in the time information can go across a network and return with the "ping" command. Sometimes called lag. |
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Left Handed Coordinates |
A version of the Cartesian coordinate system where positive X points right of the origin, positive Y points up from the origin, and positive Z points beyond the origin. |
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Lens Flare |
A refraction that appears in a camera lens normally when it is directed at the sun. A favorite added effect by many computer artists. |
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Lerp |
Abbreviation for Linear Interpolation. |
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Library |
A collection of routines that are stored in a .lib file to be used at the linking time and are included in the executable file that is made. |
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License |
A right given to use a brandname or theme from another company for a game. For instance many movies have been licensed for video games, such as Goldeneye. |
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Licensing Deal |
An agreement between a publisher and a developer where the developer grants the rights to distribute a game. Deals are normally exclusive and detail regions for distribution, such as North America or world wide.
See Work-For-Hire. |
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Light Map |
A special type of image map that, when applied, effects the intensity of the texture of an object. |
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Line |
Usually refers to a line segment -- i.e., a one dimensional span of space between two points. |
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Linear |
Linearity can occur in a game's story and in a game's gameplay. A game's story is linear when there is only one story that is introduced to you as you move on, much like reading a book or watching a movie. A game's gameplay is linear if there is only one option for how to react. Adventure games normally have both linear story and gameplay. |
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Lionhead Studios |
Formed by Peter Molyneux, the former owner/founder of Bullfrog and the creator of Populous and the god game genre. |
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Load Time |
The time it takes for information to transfer from the storage deice, like a CD-ROM or cartridge, to RAM. Long load times from CD-ROMs were initially thought to be a potentioal problem with next-generation systems. Now dynamic loading methods are being developed to lessen or eliminate the load-waiting experience for the player. |
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LOD |
Level of Detail. Often pertaining to the complexity of 3D models, such as having less or more polygons when the model is closer or farther from the camera. |
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Logic |
The word 'logic' comes from the ancient Greek word for 'Reason' and is primarily about proof and reasoning in arguments. In a computing context, logic implies a precise, reasoned, provable system which can be rigorously tested for accuracy. |
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Longhorn |
The codename of the next generation Microsoft Windows operating system due for release in 2005, which will implement tighter security features over current Windows versions. |
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Lua |
"Lua is a powerful light-weight programming language designed for extending applications. Lua is also frequently used as a general-purpose, stand-alone language."
http://www.lua.org |
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Lumel |
A coordinate that represents a point in a light map. |
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Lunar: Silver Star Story Complete |
A PSX Remake of the Sega CD game Lunar: The Silver Star. Lunar is an RPG game with almost an hour of anime FMVs and a story about a boys quest to become a hero and his journey to rescue the girl he loves from an evil magical emperor. Of course along the way there are many twists and turns where the hero and heroin both realize thier fate.
Lunar also spawned a sequal in which a boy name Hiro must accompany a girl to see the goddess of Lunar. Both stories intertwine greatly and both have endings that set them for a sequal. |
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Machinima |
Scripted (non-interactive) 3D animation comprised of pre-set camera motion, character motion and environment changes. Mostly used for cutscenes within a game in place of pre-rendered CGI animation or film. Typically uses a game's real-time 3D engine to depict a portion of the game story in a non-interactive cinematic representation.
Gamasutra Article |
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Madmonkey |
A site dedicated to showcasing indepedent games. (WWW) |
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Marketing |
The process of convincing a gamer to buy that piece of cheap tat on the shelf. A good marketer can sell snow to Alaska. A bad marketer would have trouble selling snow in a desert. So if you find you've bought a dud game, criticize everyone but the marketing team: they're *paid* to make you buy these things. |
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Maze |
A complex system of paths |
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Mencher, Marc |
Specializing in game industry careers, Marc Mencher has helped thousands of job seekers. He is author of the book, Get in the Game; Careers in the Game Industry. He worked for several game companies such as Spectrum Holobyte, Microprose and The 3DO Company, before joining GameRecruiter.com. Marc served as President of the International Game Developers Network. He has spoken and held roundtables at several Game Developers Conferences and The Electronic Entertainment Expo (E3). In addition to representing the game industry’s hottest talent, Marc also volunteers his time as a career coach for graduates from Full Sail Real World Education, helping them land their first game industry jobs. His articles have been featured in GIGnews.com, Gamasutra, and GameWEEK. He works with the IGDA on chapter development and Games-Florida, a non-profit organization formed with the intent of nurturing and expanding the interactive multi-media industry in the state of Florida. He is also Technical Advisor and Executive Producer for the recently released PC Adventure Game, Watchmaker. Currently, Marc is working on the release of the PC Adventure Game Tony Tough and The Night of the Roasted Moths (PC) and a Action Shooter, Tsunami 2265 (PC & PS2), published by Got Game Entertainment. |
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Mesh |
A 3d modelling term that refers to a model as a series of polygons. |
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MFD |
Market Development Funds. Money used to secure shelf space and end caps with retailers and advertising. |
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Microsoft |
Business that created OS Windows 3.1, 95, 98, NT, 2000. Also creates development SDK called DirectX which is used by most games on Windows OS. (WWW) |
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MIDI |
Musical Instrument Digital Interface. The interface between different sound hardware and software to pass on musicial information. |
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Mip Mapping |
This process takes a texture and breaks it down into smaller pieces such as 1/2 the size, then 1/2 the size of that, and so on, so that different textures can be used at different distances from the texture. This helps the texture retain what its overall image should look like at different distances. |
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MIPS |
Million Instructions Per Second. Measurement of speed for processors. |
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Mission Pack |
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MMO |
Massively Multiplayer Online. Games built with MMO support have the ability to connect hundreds or thousands of players throughout the world into a single and continuous gameplay.
The most popular genre that support MMO is what people commonly refer as RPG, where people interact to each other either by regular social interactions such as talking, hunting together, or killing each other. |
See Also:Role Playing Game
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MNG |
MNG (pronounced "ming"), is short for Multiple-image Network Graphics. Designed with the same modular philosophy as PNG and by many of the same people, MNG is intended to provide a home for all of the multi-image capabilities that have no place in PNG.
Although the idea of MNG has been around almost as long as PNG has, serious design discussions didn't begin until May 1996, and even then there was considerable debate over whether to make MNG a dirt-simple ``glue'' format around PNG or a complex multimedia format capable of integrating animations, audio and even video. By mid-1998, MNG had settled down to something in between; while it has fairly extensive animation and image-manipulation capabilities, there is no serious expectation that it will ever integrate audio or video.
MNG Homepage |
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Mod |
Short for modification. Many current games have tools that have been developed by the creators or players which allow the game to be changed by players to create different looking and sometimes playing games.
See Total Conversion. |
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Mode X |
A tweaked VGA card graphics resolution that displayed graphics at 320x240 which created a square pixel resolution. The term Mode X was coined by Michael Abrash. |
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Model |
Usually referring to an object that is created out of a number of polygons, splines or NURBS which to create an object in 3D. |
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Monkey Island Series |
This series of Lucas Arts' adventure games started with The Secret Of Monkey Island, and was created by designer Ron Gilbert. Guybrush Threepwood, it's leading character, continued in three sequels (The last one, Escape form Monkey Island, being 3D).
This series gained a wide variety of fans due to it's witty humour and interesting gameplay.
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Morning's Wrath |
Created by Northampton, Massachusetts based Independent Game Developer Ethereal Darkness Interactive; Morning's Wrath is a Classical Adventure/RPG game. The emphasis is placed on a strong storyline and intellectually stimulating game play. Players guide the main character, Princess Morning, through a series of locales containing tasks that require the completion of puzzles. |
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Motion Capture |
Used for creating complex movements for 3D objects, such as a persons walk, run, jump or other actions. This is currently used more on console games due to the expensive costs in owning or renting equipment. |
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Moves |
Anything a character can do in a game. While early games, like Galaga, may have had only three moves (move left, move right, and shoot), newer games, particularly fighting games, may have hundreds (low punch, block, mid-kick, high block, etc). Often, in fighting games many of the moves are hidden, and not revealed in the documentation. |
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MP3 |
The MPEG-3 format. An audio format with CD quality music. It is usually created by converting a WAV file to the format via an MP3 Converter. |
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MPEG |
A format for encoding video. MPEG-1 was the original format which is used extensively for computer graphics, MPEG-2 is the basis for DVD. |
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MUD |
Multi-User Dungeon. A multiplayer online game, usually an RPG, where users telnet to the server to play the game with other people. |
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MUSH |
Multi-User Shared Hallucination. A type of MUD where the users can create their own rooms, items and environments. |
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NDA |
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Network |
A group of computers which are connected together through hardware and software. |
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Niche Market |
Buzzword for defining a narrowly-targeted market. Normally referring to a segment of consumers who are not being targeted by mainstream products. |
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NLP |
Natural Language Processing |
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Non Disclosure Agreement |
A contract between two parties where they agree not to discuss details that they tell each other about matters they would rather keep private. This is different than a submission agreement though. |
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NURBS |
Non-Uniform Rational B-Splines |
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Object |
A collection of polygons, usually arranged to create a representation of a real-life shape. |
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One-up |
In early two-player simultaneous games, this message would flash on-screen when the first player received an extra life. Two-up would appear when the second player received an extra life. Since then, it has come to be shorthand for getting an extra life, usually not by accumulating a certain number of points, or collectables, but by finding a special icon. This icon is often referred to as a "one-up." |
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Online |
Usually refered to as being on the Internet or using the Internet. |
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Online Game |
A game which is meant to be played while connected to the Interner, or network, with one or more other people over the network. |
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OpenGL |
A graphics API, primarily used for 3D, created by Silicon Graphics which runs on most platform OSes. The prime competitor is Direct3D. (WWW)
See Direct3D, Glide. |
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Painters Algorithm |
The idea of drawing from back to front, like a painter would while composing a scene. Problems can arise as some objects may be partially behind and in front of other objects. |
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Palette |
A collection of indexed colors. |
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Palette Swap |
A technique in which a videogame uses the same basic character, with a different color scheme, to make that character look like a different character. Used often in may RPGs. |
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Parsing |
The act of extracting strings from a larger string to gather elements that are needed. Usually referred to when extracting data from a text file, which may or may not be formatted specifically for this purpose. |
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Pascal |
A language created to teach structured programming. It was designed by Niklaus Wirth in the early 1970s and named after Blaise Pascal, a mathematician.
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Path Finding |
Quite simply, finding a path for units or characters in a game. This is often a serious problem because obstacles and avoiding other units in the game requires a number of different kinds of checks. |
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PCX |
.PCX is a graphic format created by ZSoft. Was sometimes used in DOS and early Windows games as it is a fairly simple format and supports Run-Length Encoding. |
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Phong Shading |
A shading model where the intensity of the light is calculated at each pixel in the polygon. This is extremely processor intensive, however, so it is virtually never used in unaccelerated, speed critical applications. "Fast phong shading" was an attempted optimization of the algorithm, though it is ineffective, and can not really be called phong shading. |
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Photorealistic |
Image which approaches photographic quality. With a large enough color palette (around 16,000 colors) it is possible to display these types of images on a TV or computer screen. |
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Physics |
The science of matter and energy and their interactions. |
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Piracy |
The act of counterfeiting software. |
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Pitch |
The width of a drawable surface multiplied by the number of bytes per pixel. For instance an 800x600 screen at 16-bit color would have a pitch of 1600. |
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Pixel |
Picture Element. A pixel is the smallest object in the computer graphics world. Screen sizes are measured in pixels such as 800x600 or 640x480. |
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PlayStation |
A game console made by Sony. |
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Playstation 2 |
Playstation 2 is Sony's latest consoleas of 2002. It was the first of the next generation consoles to be released, and gains much of its popularity from thew Final Fantasy series of games it runs. THe PS2 now has online capabilities, and along with Final Fantasy XI, hard drives can be purchased as an expansion for the PS2. The PS2 is powered by a 250MHz Sony/Toshiba CPU, dubbed the "Emotion Machine." You may develop on PS2 using Sony's PS2 SDK for Linux. PS3 is planned to be released in the near future. |
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Playtesting |
When a game is played to judge its balance, and how entertaining it is. Playtesting is different than testing for bugs as it deals with how the game plays, rather than whether it functions properly. |
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Point |
A dimensionless representation of a discrete location in space. |
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Point Filtering |
The simplest form of texture filtering. This method will just take the closest texel to the pixel, which will increase the jaggedness of a texture as it gets larger. |
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Polar Coordinate System |
A coordinate system in which a point is described by the angle and distance from a point O, the pole. |
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Polygon |
A closed form made up of at least three sides. Each side is made up from a line segment and each end of a line segment is a vertex. |
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Pong |
The first video game to be a mass market success, Pong was the pioneer of video games in stores and the home. Its creator, Nolan Bushnell, went on to found Atari. |
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Potential Visibility Set |
Hierarchical schemes partition the environment to allow efficient reduction of the superset of polygons down to a more managable subset of candidate polygons. (PVS) |
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Power-Up |
An incremental reward for items or a characters stats. For example, mushrooms in Super Mario Brothers that would make Mario larger. |
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Prerender |
To create graphics outside of a program. The opposite would be to algorithmically, procedurally or dynamically create the graphics at run-time. |
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Prerendered |
This type of 3D scene is rendered and then stored, usually as a bitmap, and are often used as backgrounds and 2D sprites in games, like Nintendo’s Donkey Kong country. Unlike scenes that are rendered in real-time, prerendered images cannot have their viewing angle changed during runtime. |
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Price Point |
A term used to classify a product in a price range. |
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Procedural Texture Mapping |
Texture maps created by an algorithm often based on a fractal noise or turbulence and an algorithm for the material to be drawn.
Advantages include being able to have unlimited levels of detail as each texture can be made precisely to the size that is currently being viewed and can always be continuous by using fractal patterns.
Book
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Producer |
Often this is someone from the game's publisher who will be the liaison between the publisher and the game development team. It is really crucial that this person knows how to communicate between both teams as otherwise a lot of problems can arise. Sometimes this is the title of someone in the game development company who is working as the project lead. |
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Programmer |
This the person who actually writes the software. There are often several different titles of programmers in a game development projects. There is normally a programming lead who coordinates the team and takes on a majority of the base programming. There is sometimes tool programmers who create the tools the artists and others use to add content to the game and there are also sometimes AI programmers. |
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Programming |
Programming is the act of developing software. |
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Projection |
Usually the conversion of three dimensional coordinates to two dimensions, thus making drawing the polygon on a two dimensional screen far simpler. |
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PSX |
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Publisher |
A company that funds and sells games, but usually not directly. Publishers usually sell games through retailers, and often do not develop the games themselves. |
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Publishing Deal |
A deal that is made, usually at first for funding, between a development company and a publisher. The developer will often get a royalty percentage of the net profit on the game once it is sold, minus their advance. |
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Puzzle |
A problem created for testing ingenuity |
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PVS |
Potential Visibility Set. A sorting process used in 3D engines to determine that polys can be seen from a given position. |
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Python |
A high-level general-purpose programming language. It was created by Guido Van Rossum in early 1990.
Python is quite commonly referred to as 'executable psuedocode' in reference to it's incredibly simple syntax.
Python.org |
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Quads |
Common term used in modeling when refering to a model made up of four point polygonal faces. |
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Quake |
One of the leading series in the 3D First Person Shooter Genre. Developed by iD Software and the successor to the Doom series. Quake 3 is scheduled for release. WWW |
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Quantization |
A repercussion of an insufficient bit depth used to represent the amplitude of a signal. Quantization may create frequencies that do not exist in the original signal. This is, however, occasionally used as a desirable effect. |
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Quantization |
The act of conforming digital music information (MIDI) to a set tempo and time signature. |
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Quaternion |
An extention to normal complex numbers, invented by Sir William Rowan Hamilton. Usually used in 3D graphics to represent rotations and the orientations of coordinate axes. It is possible to use them to create smooth interpolations between two rotations. |
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Rainbow Six |
Created in 1998 by Red Storm, who was founded by Tom Clancy, Rainbow 6 is a first-person tactical shooter and a major revolution in FPS games, bringing in a new level of depth. (WWW)
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Rasterization |
The process of creating an image from 3D components. |
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Raycasting |
Graphics technique used in Wolf3D where a number of rays (or lines) where drawn from the current position out to the obstacles they would encounter. The distance of the line and the surface they hit would determine what would be drawn to the screen.
If there was a 320x240 sized screen, there would be 320 rays cast out to get a sliver for each pixel of the screen. |
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Real-Time |
A game that proceeds constantly which the player needs respond actively as it changes from second to second matching natural time progression. |
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Real-Time Strategy |
A game usually based on controlling many units in real-time (as opposed to turn-based). Often the perspective is an overhead view to give a better overall view of the playing field. |
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Recursion |
For a computer programmer, this is when a function you've written has to call itself in order to get a result. (The classic, textbook example is a routine which works out the factorial of a number.) It can be very elegant if done right. It can also be a complete bastard to debug if done wrong. |
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Refresh Rate |
The rate at which the screen is drawn, usually measure per seconds as frames per second (FPS) in software and Hz in hardware. |
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Relative Coordinate system |
Also called the View-Centered Coordinate system. The Viewpoint (camera) is always at coordinates <0,0,0> and everything else in the Universe is based relatively to this home position. |
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Release |
The fourth and final part of an ADSR envelope. The amount of time it takes after a key is released for the note's volume to drop from sustain level to zero. |
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ren'ai |
A ren'ai game, also known as a dating sim, is a popular genre of game in Japan but hasn't made it to western gaming very much. In this game the player plays one main character, (usually) male, and the game objective is to court and impress one or more (usually) female NPCs. Gameplay usually relies heavily on dialogue choices and may contain sim or adventure elements. There is not usually any combat.
Perhaps the clearest western examples of this genre would be the Leisure Suit Larry games.
There are also X-rated versions of these games known as hentai games, h games, or ecchi games. |
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Resampling |
An alteration of sampling rate without changing the pitch or speed of the sample. |
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Resolution |
The accuracy of something. Often used as the resolution of a screen, the number of pixels in X and Y dimensions. |
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Retail |
When something is sold, it is said to be a retail item. |
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Retailer |
A retailer is someone who sells things. For instance, the store CompUSA or Babbages are computer software retailers. |
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RGB |
Red, Green, Blue. The 3 primary colors that make up all other colors by being displayed at different intensities next to each other. In a monitor this is referred to as a triad, which equals one pixel. |
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Right Handed Coordinates |
A version of the Cartesian coordinate system where positive X points right of the origin, positive Y points up from the origin, and positive Z points behind the origin. |
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RLE |
Run Length Encoding. A type of compression that reduces file sizes by shortening sequential "runs" of color of the same amount.
For example, 20 pixels of red horizontally could be abbrieviated to a number equalling a row 20, followed by the color of red. Then when the image is decoded it reads that there are 20 pixels of the following color and draws them. |
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Role Playing Game |
Role Playing Games have been a popular paper game system since Dungeons & Dragons and before. This genre has enjoyed a good amount of attention in software form as well, with some of the original titles being Ultima, Wizardry and Bards Tale. Software Role Playing Games usually give the player more than one character which they can build into a powerful fighting force by slaying monsters and gaining experience points and then levels. |
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Rotate |
To change the angle an object is being drawn at, or the camera is looking at. |
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Rotation Matrix |
A type of matrix that, when applied, rotates a point. |
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Rotoscoping |
Real video is shot and then drawn over to give very accurate looking cartoon animation. This was done on movies such as The Lord of the Rings and was also done on the game Prince of Persia. |
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RPG |
Roleplaying Game. A game that is usually based on controlling one or more characters to finish some large and more minor quests while fighting and gaining experience points. |
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Rule |
Guides for actions. Rules for board games are usually given as written instructions, which the players then opt to follow. In a computer game, the rules are inherent and the player is forced to follow them. |
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S3TC |
Texture compression developed by S3. |
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Sales |
The process of getting a product from the factory - the developer, in this case - onto the shelves in a store, and, ultimately, into a plastic bag in some hapless punter's hand. This process is nowhere near as easy as most people think. |
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Scalar |
A value that one can represent with one component. |
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Scaling |
The process of altering the size of an object. |
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Scaling Matrix |
Generally appiled to an entire object or group thereof, a scaling matrix lets you either enlarge or decrease the size of the desired object. |
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Screenshot |
An image taken from a game to show what was on the screen. |
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Scripting |
The process of using an interpreted language, from a "script" file which is normally text, rather than a compiled executable which is binary. Scripting allows for higher level functions which can be changed without having to rebuild an executable. |
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SCUMM |
Script Creation Utility for Maniac Mansion. The first scripting engine based on the "point-and-click" principle, written in 1987 by Ron Gilbert and Aric Wilmunder of LucasArts Entertainment. Still being adapted and enhanced for use in LucasArts' adventure games today.
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SDK |
Software Development Kit. |
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Sega Genesis |
Sega Genesis (AKA: Mega Drive in many parts of the world): A 16-bit videogame system that was made by Sega. Released in the US on the 1st of September in 1989. A second smaller scaled down version was released in 1993 called the Genesis Mark II; as well a company called Majesco released a third system in 1998 called the Mark III.
There was also a couple attachments released for the system as well, including a CD ROM drive called the Sega CD (AKA: Mega CD) and a 32 bit adapter named the 32x.
Other variations of the Genesis console include a portable hand-held version with a LCD screen called the Sega Nomad and a combination Sega Genesis/Sega CD system named the Sega CDx (Or Multi Mega). |
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Sega Saturn |
Sega's home console, the successor to the Sega Megadrive. It failed due to a lack of developer interest due to the unnecessary complexity of the system; a small but dedicated development scene exists surrounding it much like that surrounding the Megadrive. |
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Sell-In |
Units sold to retail stores. See Sell-Through. |
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Sell-Through |
Units sold from retail stores to customers. See Sell-In. |
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Semiotics |
Part of the science of communication. Specifically, Semiotics deals with the use of symbols and 'signs' (in a very broad sense) and how well/badly these perform their tasks. Anything from ideograms, gestures, alphabets and even road signs are affected by this science. For computer games, Semiotics comes into its own when dealing with the User Interface design and 'signposting' within a game. |
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Sidebands |
In modulation, "phantom frequencies" that are created when the modulator's frequency enters the audible range. |
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Signal/Noise Ratio |
A measure of how much undesirable noise a signal has in it. |
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Simulation |
A system of rules that tries to emulate reality. |
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Simulator |
Software that attempts to emulate a real event or action. |
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Sine Wave |
The most fundamental waveform, which contains no harmonics. All other waveforms can be composed out of an infinte number of sine waves. |
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Single-Player |
A game which was made to be played by a single person. |
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Skeletal Animation |
Animation that is based on a model having a skeleton instead of being drawn as a series of different models (same model saved in different positions, key-frame animation). Skeletons are set up with joints or bones to determine how the unit will animate. Hierarchical Skeletons and Skinning Skeletal Deformation Example |
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Skin |
A texture that is used to wrap around an entire model. Normally skins are drawn on a single bitmap, and then the coordinates are mapped onto the vertices of the model. |
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SKU |
Stock Keeping Unit. Any unit recieved by the retailer that they have to keep inventory on. |
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Slerp |
Abbreviation for Spherical Interpolation, based on Lerp for Linear Interpolation. Spherical Interpolation is used in Quaternions. |
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Slip |
When a product is not finished has passed its' date of completion. |
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SMP |
Symmetric MultiProcessing. A feature of many modern operating systems, SMP utilizes multiple processors in order to increase system performance. With SMP, processes can be running simultaneously. This is a distinction from multi-tasking single processor systems that run processes "concurrently," giving the illusion of simultaneous execution. |
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SNES |
Super Nintendo. (NES, Nintendo Entertainment System). Successor to the NES, this system was 16-bit and the reigning champion for its time period in consoles. (WWW) |
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Soft Clipping |
The effect on a signal typical of an overdriven valve. As opposed to hard clipping, which creates high frequency harmonics, it tends to eliminate these harsh, higher frequencies. |
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Software Synthesizers |
Computer programs that produce sound. They are usually less expensive than their hardware counterparts, though, due to the limitation of computing power, they are seldom realtime. |
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Solid Shading |
Rendering a polygon a certain color without regards to the possible effects of lighting. |
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Solid State Amplifier |
A type of amplifier that uses solid-state circuitry, or transistors, rather than valves. This form of amplification has a higher degree of linearity and is more reliable than vacuum tube amplification, though produces harsher tones when overdriven. |
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Sprite |
A small bitmap image, often used in animated games but also sometimes used as a synonym for icon. |
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SPX |
Sequenced Packet Exchange. A reliable network protocol introduced by Novell Netware. Complimentary protocol would be IPX. |
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Square Wave |
A fundamental waveform whose shape is the same as a wave. Spectrum-wise, it's the same as a sawtooth, sans the even even harmonics. |
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Starcraft |
A Real Time Strategy game created by Blizzard and the Science Fiction successor to the Warcraft series. (WWW) |
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StarFox |
Highly popular space combat game by Nintendo for their SNES platform. Recently converted into an RPG for the GameCube platform by Rare. |
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Steed, Paul |
Known primarily for his models and animations for Quake2 and QuakeIII:Arena while at id Software, Paul Steed has been in the game development industry since the end of 1991. He has written 13 articles for Game Developer magazine. He is author of the book Modeling a Character
in Max and is currently wrapping up his second book entitled Animating Real-Time Game Characters. He has been a regular speaker at the Game Developer Conference since 1997.
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Stencil Buffer |
A buffer that holds information about what pixels should be drawn or not. Often used for creating shadows and reflections. |
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Storyline |
Provides a rationale for the gameplay. Game storylines vary from the very simplistic (e.g. rescue the princess) to exceptionally complex and involved storylines (as found in RPGs such as the Final Fantasy series). |
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Strategy |
A systematic plan of action, often used with military plans. |
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Strategy Guide |
A book designed to aid the player in learning basic and advanced strategies for a particular game. These strategies can range from simplistic (such as a moves list) to complex (such as a walk-through for an RPG). There are both official (approved by the publisher of the game) and un-official (have not obtained permission from the game publisher) strategy guides. |
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String |
The name for a group of more than one characters stored as a single unit.
Often stored in classes or as an array of characters in memory ending with a "null terminating" character. |
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Submission Agreement |
A document you'll have to sign to get a publisher to look at your game. Publishers have a lot of ideas they are considering and they don't want to risk someone suing them for an game they were already considering or working on. |
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Subtractive Synthesis |
A form of synthesis that is popular with analog synthesizers. It takes a complex waveform rich in harmonics (such as the sawtooth) and strips away parts, resulting in a simpler wave. |
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Sustain |
As the third part of an ADSR envelope, the volume at which a note is held after the attack and decay until the key is released. |
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Sustain |
The duration a note is held before it decays away. |
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Sweeney, Tim |
Tim Sweeney is one of the founders of Epic Megagames, now merely Epic Games. His early work included the masterpiece - and still well-played - game creation kit ZZT, and Jill of the Jungle. Newer work includes Unreal and Unreal Tournament. |
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T&L |
Tranformantion and Lighting
Recent 3D accelerators now have special features for hardware based transformations, which were traditionally control by the software, as well as hardware. |
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TCP |
Transmission Control Protocol, is used for reliable packet transfer. Packets are slower in nature as they are always checked and will arrive to the applications in the proper order. |
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TCP/IP |
A suite of protocols that is the standard on the Internet. There are 13 protocols overall, including telnet, FTP, TCP, UDP and RDP. See TCP and UDP. |
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Technical Design Document |
A specification for all of the programming algorithms, data, and the interfaces between the data and the algorithms. |
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Tesselate |
To divide an object into geometric primtives, such as triangles, for the purpose of simplification. Used either to make rendering or to reduce the complexity of the object. |
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Texel |
Short for texture element, a texel is an individual pixel that is part of a texture. |
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Texture |
A subjective perception of a sound's fundamental qualities. Usually expressed in terms of 'harshness', 'smoothness', 'breadth' and so forth. Eg: A sawtooth waveform would be perceived as having a harsh texture, whereas a square or simple sine wave would have a smoother texture. A similar usage is often seen in discussions of music and compositions in general. |
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Texture |
A 2D image which is is used as a kind of wallpaper for the basic polygons used in 3D graphics. Textures are usually images of real-world objects and are often repeated over an entire object in a tiled fashion. Eg: a retouched photograph of a brick wall may used to provide the basic texture for a house's walls. |
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Texture Filtering |
Using a filtering method, such as point sampling, bilinear, trilinear, or anisotrophic filtering, to resolve problems caused by applying a 2D texture to a 3D object. |
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Texture Mapping |
The process of mapping a 2D image to a polygon. Often the polygon is rotated and a different size so that the texture must be rotated and scaled. |
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Texturing |
The process of applying a texture to something. |
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TGA |
TGA is a graphical format for saving files. |
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Third Party Developer |
A developer which is not owned or run by the maker of a platform or operating system. For instance all developers besides Microsoft are third party developers for Windows. Developers for consoles need to be licensed by their console manufacturer before they are allowed to develop for the platform. |
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Thrashing |
Thrashing can occur in any type of search environment, such as reading/writing to RAM or a hard-drive. It is when searches have to jump to different locations to reading instead of being able to proceed sequentially. |
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TIFF |
TIFF is an acronym for Tag(ged) Image File Format. It is one of the most popular and flexible of the current public domain raster file formats. |
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Tile |
A bitmap that can be placed to create a picture, usually used for background maps. |
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Timbre |
The character of a sound. More formally, an instrument's unique set of overtones. It is timbre that causes a piano to sound different from, say, a guitar, and also what makes sine waves sound different from a pulse wave. |
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Top-down |
The process of creating something by looking at the big picture first, then working your way down to the details. Opposite of Bottom-Up. |
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Total Conversion |
A modification (mod) to a game that changes all of the graphics, levels and often adds in new elements of gameplay. For example, the Quake 1 was converted into a car racing game.
See Mod. |
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Trade Advertising |
Advertising not meant for the consumer, but instead intended to reach retailers, wholesalers, reps and salespeople. |
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Transformation Matrix |
Any kind of matrix that is used to alter the position and/or orientation of an object. |
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Translation |
The act of linearly altering the location of a point. |
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Translation Matrix |
A matrix that moves a point linearly. |
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Transparency |
When an image is drawn so that images drawn before it can still be seen. This is done through blending the source colors with the destination colors at different percentages.
Also called Blending. |
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Tremolo |
An effect where the amplitude of a signal is modulated by a sine wave. In the guitar world, the "whammy bar" is mistakenly called a tremolo -- it is used, in fact, to produce vibrato (modulation of frequency). |
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Triad |
The term given to a pixel in a monitor based on the red, green and blue components that make up each one. In other viewing devices, such as Head Mounted Displays, resolution is often given in triads instead of pixels. |
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Triangle Wave |
A fundamental waveform that has very weak, odd harmonics (approximately 8/9 of the energy is devoted to the fundamental). Often found in oscillators instead of sine waves because a low-pass filtered triangle wave is effectively a sine wave. |
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Triangulation |
Converting a polygon into a number of triangles. |
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Tribology |
From the Greek root "Tribos" which means 'to rub'. Tribology is the science or study of rubbing. Used in physical simulations to determine friction of two objects, such as tires on a road for a driving game.
This discipline includes the study of two interacting (sliding)surfaces, the materials that make-up the surfaces, the space between the surfaces and lubricants used to reduce friction between the surfaces. Tribology is used in many industries including Automotive, Research, Manufacturing, and High Tech. |
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Trilinear Filtering |
Combines bilinear filtering from 2 Mip levels (See Mip Mapping) to create a smoother version of the textures current size. Doubles the memory useage and can cause bandwidth problems. |
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Tripple Buffering |
A video buffer consists of a memory allocation for the information that is drawn to the screen. The first buffer is what is actually drawn to the screen, a second and third buffer are used to create a workspace to draw to that doesn't require synchronization to the vertical retrace of the monitor.
Tripple buffering allows the advantages of a double buffer, where the program has a buffer to draw on that is not dependent on the retrace, but adds the additional advantage of being able to draw to the third buffer while the second buffer is waiting to flip to the front of the screen.
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True color |
When color information is stored in the form of its red, green and blue components it is said to be stored in true color. Opposite is Indexed Color. |
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Turn Based Strategy |
Often a war game that the player will be given as much time as is necessary to move or perform the actions they wish. Actions will then usually performed one at a time and the sides trade of. For instance, Chess is a turn based strategy game. |
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Turn-Based |
A game which progresses in stages where time is only applied after the player has finished making their decisions for their next actions. |
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Tutorial |
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UDP |
User Datagram Protocol. An unreliable method of sending packets, UDP is faster but less stable in terms of reliable information than TCP. UDP is often used for faster transmission of data that is not useful at a later time. |
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Unique Selling Proposition |
In advertising, the single unique proposition you make to your customer about your product that is strong enough to convince them to buy it. There are 3 parts to this principle:
1. Each advertisement must make a proposition to the consumer. Not just words, not just product puffery, not just show-window advertising. Each advertisement must say to each reader: "Buy this product and you will get this specific benefit".
2. The proposition must be one that the competition either cannot, or does not, offer. It must be unique -- either a uniqueness of the brand or a claim not otherwise made in that particular field of advertising.
3. The proposition must be so strong that it can move the mass millions, i.e., pull over new customers to your product.
from Reality in Advertising by Rosser Reeves |
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Uploading |
The process of transfering information from a client to a host. Ex: When you send a file from your computer to an FTP site. |
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User Interface |
An interface in which the user interacts with the game. There is output given to the user through the monitor and speakers, as well as input taken from the user through the keyboard, mouse, joystick and other devices. User Interface is commonly used to describe the layout of the screen and screen elements that the user must interact with. For instance, buttons or windows that the user must use to access different features or give commands in the game. |
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USP |
Unique Selling Points. Normally what will be put on the back of a box or an advertisement showing how a game is different and better than its competitors and predecessors. |
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Vacuum Tube Amplifiers |
An amplifier that uses valves (vacuum tubes) to make the signal louder. They add a bit of coloration to the signal, which is usually desirable, and sound very warm and rich when overdriven. |
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VB |
Visual Basic. An extension of BASIC made by Microsoft, often used to create Windows applications quickly. |
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VCA |
Voltage Controlled Amplifier. In analog synthesizers, an amplifier whose magnitude of amplification manipulated through control voltage. With various modulators, it is possible to create a number effects with a VCA, such as tremolo (a low-frequency sine wave as the modulator). |
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VCF |
Voltage Controlled Filter. A filter in analog synthesizers controlled by voltage. |
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VCO |
Voltage Controlled Oscillator. In analog synthesizers, a device that generates various waveforms, whose frequency is determined by a control voltage. |
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Vector |
In 3D graphics, a set of numbers representing magnitude and direction. |
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Vector |
A line or movement defined by its end points, or by the current position and one other point. |
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Vector Graphics |
Made famous by games like Asteroids and Battlezone, these are graphics that are defined by objects like lines, triangles or boxes, instead of by a bitmap. |
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Vertex |
The point of intersection of lines or the point opposite the base of a polygon or other object. |
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VESA |
Video Electronics Standards Association. An organization that sets standards for video and multimedia in PCs. They created the Super VGA (SVGA) standard and the VESA Local Bus. |
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Vibrato |
The sine-wave modulation of a signal's frequency. Basically, it results in the warbling of the signal's pitch. |
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Visual Surface Determination |
Ensuring polygons are drawn in appropriate order. Popular methods are depth soring, Z-buffering, portals, and BSP trees. Often abbreviated VSD. |
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VOC File |
Creative Labs' sound format made popular with the Sound Blaster. |
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Volume Rendering |
A method of rendering that deals with the space that is used, as opposed to the faces that make up the outside of an object. Originally used for medical purposes only, it has also been adapted to do environmental effects, such as light through fog. |
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Voxel |
Volume pixel. These are basically another way of drawing 3D objects, instead of defining them as the polygons that make up the outside of an object, you define it as a number of points. Voxels can be the size of a pixel on the screen, or they can be large spheres, sprites or any graphical representation of a point. |
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Wah |
More formally called timbre modulation. It is your standard "wah-wah" effect that Jimi Hendrix and so many other guitarists hackneyed. |
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Warcraft |
One of the first mass market successes in the Real Time Strategy genre, War Craft pitted Orcs versus Humans in battle and resource management. This title originally came out around the time Westwood Studios made Dune, and Warcraft 2 around the time of Command & Conquer. (WWW) |
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Waveform |
The shape of any periodically oscillating wave. |
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Wavetable Synthesis |
Synthesis that digitally stores the waveforms in a "wavetable" and then uses them to create sounds. This method is capable of producing very realistic sounds. |
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White Noise |
Noise with completely random amplitude across all frequencies. Also known as Gaussian noise. |
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Wholesaler |
A business that buys, warehouses, ships, invoices and sells to retailers without exclusivity. Contrast to a distributor which carries non-competing lines of products. |
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WinSock |
Windows Sockets. An API for sockets through windows, which provides TCP/IP network programming support. |
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Wolfenstien 3D |
Critically acclaimed and the game that brought real-time first person game play to the masses, Wolfenstein 3D was a raycasting based engine set in Nazi Germany. Created by id Software and published by Apogee (now 3D Realms). (WWW) |
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Word |
Similar in context to byte, a word is string of bits of any length. |
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Work-For-Hire |
A deal where a publisher pays a development team to do a specific set of work and all work done is owned by the publisher.
These deals are normally initiated at the publishers request for a specific product, as opposed to the developer creating a spec and getting a deal on it.
See Licensing Deal. |
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World |
World - Usually a series of similar levels that are grouped together into a mega-level. |
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Wrapper |
A set of code that creates an interface for another set of code. For instance there are many kinds of wrapper for DirectX which simplify initialization and other processes. |
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Z-Buffer |
An array of numbers that store the proper point on an polygon and its distance from the camera. The array is usually comprised of all the pixels in a screen and only the closest points are stored and then drawn. This method eliminates the problem of overlapping objects. |
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Zelda |
One of Nintendo's most popular game series. Zelda always centers around an action/adventure style of play in different fantasy worlds. The main characters in the series are Link, an elven heroe (the player), and Zelda, a princess who is, most often an intricale part of the plot. Zelda's appeal and history have made it a best-selling series throughout Japan and the United States. |
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Z-Fighting |
The flickering distortion effect caused by two or more textures which overlap each other / are too close to each other / occupy simliar planes. It is called z-fighting because the multiple textures appear to be 'fighting' for dominance of the z-axis. |
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