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Produce a glossary of terms specific to the methods and principles of Video Game Design and 
Video Game Terms. Using a provided template, you must research and gather definitions 
specific to provided glossary terms. Any definitions must be referenced with the URL link of the 
website you have obtained the definition. 
You must also, where possible, provide specific details of how researched definitions relate to 
your own production practice. 
Name 
: 
Lewis 
Brady 
RESEARCHED DEFINITION (provide short internet 
researched definition and URL link) 
DESCRIBE 
THE 
RELEVANCE 
OF THE 
RESEARCHE 
D TERM TO 
YOUR OWN 
PRODUCTIO 
N 
PRACTICE? 
IMAGE SUPPORT (Provide 
an image and/or video link 
of said term being used in 
a game) 
VIDE 
O 
GA 
MES 
/ 
VIDE 
O 
GA 
ME 
TEST 
ING 
Demo A game demo is a freely distributed piece of an 
upcoming or recently released video game. Demos are 
typically released by the game's publisher to help 
consumers get a feel of the game before deciding 
whether to buy the full version. 
http://en.wikipedia.org/wiki/Game_demo 
A demo is a 
Short vers ion 
of a game but 
does not 
include the 
ful l game as i t 
i s giving the 
player a taste 
of what the 
game he is 
playing would 
be l ike and 
mos t demos 
produced are 
free so 
everyone is 
abl e to test 
the games 
mechanics 
and 
gameplay. 
1.) 
https ://www.youtube.com/w 
atch?v=z_JFDPCtXFY 
2.) 
https ://www.youtube.com/w 
atch?v=03bw6-V_M3o 
Beta Beta means that these games are still in development 
and are not yet in their final version. We are letting 
users test them out and give us their feedback so that 
we can make further improvements to make these 
games as effective and enjoyable as possible. 
https ://help.lumosity.com/hc/en-us 
/articles/202172720-What-are-beta-games- 
A beta game 
i s in i ts latest 
s tages of 
development 
and i s just 
having i ts final 
minor tweaks 
to improve 
game before 
being 
released, and 
as a result in 
thi s the game 
should have 
1.) 
https ://www.youtube.com/w 
atch?v=b9ZykUaHBWE 
2.) 
https ://www.youtube.com/w 
atch?v=Ll z_ND9DgbY
l i ttle to know 
latency issues 
as I has been 
moved from 
alpha to beta, 
then when 
the developer 
thinks is has 
been 
improved to a 
substantial 
level he will 
decide when 
i t’s to be fully 
released. 
Alpha A working alpha state game i s the game i tself with all 
the basic core concepts in place (and most likely some 
s ti ll being developed or drawn up) allowing players the 
bas e freedoms that allow the game to resolve 
gameplay issues, early exploits, small bugs, major bugs, 
early balancing and many other issues that you wont 
see in a fully released game that does not state that its 
an alpha or beta state game. 
http://steamcommunity.com/app/255500/discussions/ 
0/630800445001699632/?ins ideModal=1 
An alpha 
game is in its 
early s tages of 
development 
and i s still 
having major 
updates to i t 
and i s not 
ready for 
being fully 
published. 
1.) 
https ://www.youtube.com/w 
atch?v=WgTQglGvNUs 
2.) 
https ://www.youtube.com/w 
atch?v=6wYGQ2NWvIw 
Pre- 
Alpha 
Pre-Alpha means that the game still has a s cheduled 
l i st of code and assets to be written and created. The 
ga me is buggy, i t lacks features, i t’s prone to cra shing 
and performance i ssues. There will be issues with the 
frame-rate of the game, and things that work in one 
release being a bit broken in the next. Pre-Alpha means 
that the game has not yet reached the s tage of 
compl etion where i t can be described as “Alpha”. 
https ://carmageddon.zendesk.com/hc/en-us 
/articles/200416352-What-does-Pre-Alpha-mean-a 
pre-alpha 
game is in its 
earliest stages 
of 
development 
and i s having 
game 
changing 
updates in 
terms with 
resolution 
settings and 
characters 
models and 
there i s little 
of the game 
that has been 
added yet. 
1.) 
https ://www.youtube.com/w 
atch?v=TTaIk7akOUw 
2.) 
https ://www.youtube.com/w 
atch?v=uQOPb9p3HTQ 
Gold A golden mas ter, or GM, is the final version of a 
software program that is sent to manufacturing and is 
used to make retail copies of the software. The golden 
mas ter follows several other s tages in the software 
development process including the alpha, beta, and 
release candidate s tages. The final release candidate 
(RC) becomes the "release to manufacturing" (RTM) 
vers ion, which i s also called the golden master. 
http://www.techterms.com/definition/goldenmaster 
Golden 
mas ter is a 
s tage in the 
software 
release cycl e 
in which the 
software is in 
i ts full and 
final 
development 
s tage and is 
ready to be 
del ivered to 
the cus tomer 
1.) 
http://wpuploads.appadvice.c 
om/wp-content/ 
uploads/2013/09/gol 
dmaster.png 
2.) 
https ://www.youtube.com/w 
atch?v=5Gvp9HRjwZw
or to be 
published 
commercially. 
The term was 
ini tially 
coined by 
Appl e 
Computers to 
specify 
software 
products that 
have passed 
the entire 
production/d 
evelopment 
and testing 
phases. 
Debug Debugging is the process of locating and fixing or 
bypassing bugs (errors) in computer program code or 
the engineering of a hardware device. To debug a 
program or hardware device is to s tart with a problem, 
i solate the source of the problem, and then fix i t. A 
user of a program that does not know how to fix the 
problem may learn enough about the problem to be 
abl e to avoid i t until i t is permanently fi xed. When 
someone says they've debugged a program or "worked 
the bugs out" of a program, they imply that they fixed 
i t so that the bugs no longer exist. 
http://searchsoftwarequality.techtarget.com/definition 
/debugging 
Is a process of 
finding 
computer 
bugs , or 
defects, in a 
computer 
program or a 
piece of 
electronic 
hardware, 
making it 
behave in an 
unexpected 
manner. 
Debugging 
tends to be 
harder when 
various 
sys tems are 
tightly 
coupled, as a 
change in one 
may cause 
bugs to 
emerge in 
another. 
1.) 
https ://www.youtube.com/w 
atch?v=_uzSw_fb7NQ 
2.) 
https ://www.youtube.com/w 
atch?v=IP0nMv_NI1s 
Autom 
ation 
Automation or automatic control, i s the use of various 
control systems for operating equipment such as 
machinery, processes in factories, boilers and heat 
treating ovens, switching in telephone networks, 
s teering and stabilization of ships, aircraft and other 
applications with minimal or reduced human 
intervention. Some processes have been completely 
automated. 
http://en.wikipedia.org/wiki/Automation 
Automation 
has been 
achieved by 
various 
meathods 
including 
electrical, 
electronic and 
computers, 
usually in 
combination. 
Compl icated 
sys tems, such 
as modern 
factories and 
1.) 
https ://www.youtube.com/w 
atch?v=o4mPJMiX0mk 
2.) 
https ://www.youtube.com/w 
atch?v=Pl jTAgGFYYo
ships use all 
thes e 
combined 
techniques. 
White- 
Box 
Tes tin 
g 
White-box testing i s a methodology used to ensure and 
val idate the internal framework, mechanisms, objects 
and components of a software application. White-box 
tes ting verifies code according to design specifications 
and uncovers application vulnerabilities. 
http://www.techopedia.com/definition/3891/white-box- 
testing 
In white-box 
tes ting an 
internal 
perspective of 
the sys tem, as 
wel l as 
programming, 
are used to 
des ign tests. 
The tes ter 
chooses 
inputs to 
paths through 
the code and 
determines 
the correct 
outputs. This 
i s analogous 
to tes ting 
nodes into in-ci 
rcui t testing 
(ICT). 
1.) 
https ://www.youtube.com/w 
atch?v=3CHRUAMIrVE 
2.) 
https ://www.youtube.com/w 
atch?v=FTnjGxu5HPk 
Bug In computer technology, a bug is a coding error in a 
computer program. (Here we consider a program to 
al so include the microcode that is manufactured into a 
microprocessor.) The process of finding bugs before 
program users do is called debugging Debugging starts 
after the code is first written and continues in 
successive stages as code is combined with other units 
of programming to form a software product, such as an 
operating system or an application. After a product i s 
released or during public beta testing, bugs are still apt 
to be di scovered. When this occurs, users have to 
either find a way to avoid using the "buggy" code or get 
a patch from the originators of the code. 
http://searchsoftwarequality.techtarget.com/definition 
/bug 
A software 
bug i s an fault 
in a computer 
program that 
causes it to 
produce an 
incorrect 
result, or to 
behave in 
unexpected 
ways . Most 
bugs compile 
from mi s takes 
made by 
people in 
either a 
program's 
source code, 
or in 
frameworks 
and operating 
sys tems used 
by such 
programs, 
and a few are 
caused by 
compi lers 
producing an 
incorrect 
code. 
1.) 
https ://www.youtube.com/w 
atch?v=jVPFM7H4Hug 
2.) 
https ://www.youtube.com/w 
atch?v=LgRsXlbftQY 
GA Vertex 
Shade 
A programmable function in display adapters that 
offers a graphics application programmer flexibility in 
Vertex 
shaders are 
1.) 
https ://www.youtube.com/w
ME 
ENGI 
NES 
r rendering an image. The vertex shader is used to 
trans form the attributes of vertices (points of a 
triangle) such as color, texture, position and direction 
from the original color space to the display space. It 
al lows the original objects to be distorted or reshaped 
in any manner. 
http://www.pcmag.com/encyclopedia/term/53754/ver 
tex-shader 
run once for 
each vertex 
given to the 
graphics 
processor. 
The purpose 
of thi s i s to 
trans form 
each of the 
vertex's 3D 
pos ition in 
vi rtual space 
to 2D 
coordinates at 
which it 
appears on 
the s creen. 
atch?v=1G37-Yav2ZM 
2.) 
https ://www.youtube.com/w 
atch?v=2ZNJ_KytrE4 
Pixel 
Shade 
r 
The name used to describe the method in which a GPU 
applies textures and renders pixels to the display. Pixel 
Shaders are used to give a more realistic look to 
objects, such as reflections. 
http://www.webopedia.com/TERM/P/Pixel_Shader.ht 
ml 
Pixel shaders 
range from 
outputting 
the same 
color, to 
applying a 
l ighting value, 
to doing 
bump 
mapping, 
shadows and 
trans lucency . 
They can alter 
the depth of 
the fragment 
or output 
more than 
one color if 
mul tiple 
render targets 
are active at 
once. 
1.) 
https ://www.youtube.com/w 
atch?v=utKHLHbShkk 
2.) 
https ://www.youtube.com/w 
atch?v=Hni9oexEHyE 
Pos t 
Proces 
s ing 
Current generation gaming systems are able to render 
3D graphics using floating point frame buffers, in order 
to produce HDR images. To produce the bloom effect, 
the HDR images in the frame buffer are convolved with 
a convolution kernel in a post-processing step, before 
converting to RGB space. The convolution step usually 
requi res the use of a large gaussian kernel that is not 
practical for realtime graphics, causing the 
programmers to use approximation methods. 
http://en.wikipedia.org/wiki/Bloom_(shader_effect) 
Pos t-processing 
is 
used mostly in 
3D rendering, 
especially for 
video games. 
Instead of 
rendering 3D 
objects to the 
di splay, the 
s cene is 
rendered to a 
buffer in the 
memory of 
the video 
card. Pixel 
shaders are 
then used and 
applied to the 
1.) 
https ://www.youtube.com/w 
atch?v=jXXe8-twFEY 
2.) 
https ://www.youtube.com/w 
atch?v=wSsC1oOmZcY
pos t-processing 
fi l ters to the 
image buffer 
before 
di splaying it 
to the s creen. 
Rende 
ring 
Rendering is the process of generating an image from a 
model (or models in what collectively could be called a 
scene fi l e), by means of computer programs. A s cene 
fi l e contains objects in a s trictly defined language or 
data structure; i t would contain geometry, viewpoint, 
texture, l ighting, and shadinginformation as a 
des cription of the vi rtual s cene. 
http://www.princeton.edu/~achaney/tmve/wiki100k/d 
ocs /Rendering_(computer_graphics).html 
Rendering is 
one of the 
topics of 3D 
computer 
graphics, In 
the graphics 
pipeline, i t is 
the last step, 
giving the 
final 
appearance to 
the models 
and 
animation. 
With the 
increasing 
sophistication 
of computer 
graphics it has 
become a 
more of a 
important 
subject. 
1.) 
https ://www.youtube.com/w 
atch?v=EJXWLo__PUc 
2.) 
https ://www.youtube.com/w 
atch?v=mqt3kPc0zik 
Norm 
a l 
Map 
A normal map is usually used to fake high-res geometry 
deta il on what is actually a low-res mesh. Each pixel of 
a normal map is used to transfer the normal that's on 
the high-res mesh onto the surface of the low-res 
mesh. The red, green, and blue channels of the texture 
are used to control the direction of each pixel's normal. 
The pixels in the normal map basically control what 
di rection each of the pixels on the low-poly model will 
be facing, controlling how much l ighting each pixel will 
receive, and thus creating the illusion of more surface 
deta il or better curvature. The process of transferring 
normals from the high-res model to the in-game model 
i s often called baking. 
http://tech-artists.org/wiki/Normal_Map 
In 3D 
computer 
graphics, 
normal 
mapping is a 
technique 
used for 
faking the 
l ighting of 
bumps and 
dents an 
implementati 
on of bump 
mapping. It i s 
used to add 
deta ils 
without using 
subtantially 
more 
polygons. A 
common use 
of thi s 
technique is 
to define the 
appearance 
and details of 
a low polygon 
model by 
1.) 
https ://www.youtube.com/w 
atch?v=xrN5jgA8ia8 
2.) 
https ://www.youtube.com/w 
atch?v=gWcfZAAHToU
generating a 
normal map 
from a height 
map. 
Enti ty An Enti ty Sys tem is s imply a game architecture, which 
i s used to help you manage your game, no matter how 
complex i t may need to be. Entity Systems help split up 
your logic from your data, much the same way the 
MVC des ign pattern helps you split your model from 
your view-controller. An Entity System i s typically split 
into three major parts: entities, components and 
sys tems. 
https ://github.com/miguelmartin75/anax/wiki/What-is 
-an-Entity-System%3F 
An enti ty 
within a game 
i s something 
that exists in 
i ts elf, actually 
and has no 
mas s within 
the game. In 
particular, 
abs tractions 
and legal 
fictions are 
usually 
regarded as 
enti ties. 
1.) 
https ://www.youtube.com/w 
atch?v=mHCm52LprVg 
2.) 
https ://www.youtube.com/w 
atch?v=NiCB01F4jEs 
UV 
Map 
Thi s process projects a texture map onto a 3D object. 
The letters "U" and "V" denote the axes of the 2D 
texture because "X", "Y" and "Z" are already used to 
denote the axes of the 3D object in model space. 
http://en.wikipedia.org/wiki/UV_mapping 
UV mapping 
permi ts 
polygons that 
make up a 3D 
object to be 
painted with 
color from an 
image. The 
image is 
cal led a UV 
texture map, 
but i t's just an 
ordinary 
image. The 
UV mapping 
process 
involves 
as signing 
pixels in the 
image to 
surface 
mappings on 
the polygon, 
thi s is usually 
done by 
copying a 
triangle 
shaped piece 
of the image 
map and 
pas ting it onto 
a triangle on 
the object. 
1.) 
https ://www.youtube.com/w 
atch?v=i IvTUDgaXik 
2.) 
https ://www.youtube.com/w 
atch?v=f2-FfB9kRmE 
Proce 
dural 
Textur 
e 
An algorithmic way of describing a texture. Unlike a 
bitmapped texture, in which the texture is represented 
as a bitmap, a procedural texture describes the texture 
mathematically. Although not widely used, this method 
i s resolution independent and can create more precise 
textures, especially i f there is great and varying depth 
A procedural 
texture i s a 
computer-generated 
image created 
by us ing an 
1.) 
https ://www.youtube.com/w 
atch?v=QpkpJ9Csrkk 
2.) 
https ://www.youtube.com/w 
atch?v=_8CmR_5KXFo
to the objects being textured. Procedural textures may 
be 2D or 3D. See texture mapping and volumetric 
texture. 
http://www.yourdictionary.com/procedural-texture 
algorithm to 
create a 
realistic 
representatio 
n of natural 
materials such 
as wood, 
marbl e, 
grani te, metal 
and s tone. 
Phys ic 
s 
A phys ics engine is a s cripting method used for creating 
the phys ics, or movement, in a project. This movement 
can include jumping, side-motion, wall-jumping, and 
more. Phys ics engines are commonly designed once 
and used for many projects or borrowed by other users 
to save the time of recreating one. 
http://wiki.scratch.mit.edu/wiki/Physics_Engines 
A phys ics 
engine is 
computer 
software that 
provides an 
approximate 
s imulation of 
certa in 
phys ical 
sys tems, such 
as rigid body 
dynamics, soft 
body 
dynamics and 
fluid 
dynamics, is 
of use in the 
domains of 
computer 
graphics, 
video games 
and film 
production. 
1.) 
https ://www.youtube.com/w 
atch?v=3-XZ-LJC7_8 
2.) 
https ://www.youtube.com/w 
atch?v=9v4Mvm8k7sw 
Col l isi 
on 
Col l ision detection comes in two forms, discrete and 
continuous. Advanced engines support both, as they 
have different properties. In general, continuous 
col l ision detection is very expensive and only used 
where it i s really needed. The majority of collision and 
phys ics is handled using discrete methods. In discrete 
methods, objects will end up penetrating each other, 
and the physics engine then works to push them apart. 
So the engine does not actually s top a player from 
walking partially through a wall or the floor, it just fixes 
i t up after detecting that the player is partially in the 
wal l/floor. I'm going to focus on discrete collision 
detection here, since that's what I have the most 
experience implementing from scratch. 
http://gamedev.s tackexchange.com/questions/26501/ 
how-does-a-collision-engine-work 
Col l ision 
detection 
refers to the 
problem of 
detecting the 
intersection 
of two or 
several more 
objects. While 
the topic i s 
often 
as sociated 
with i ts use in 
video games 
and other 
phys ical 
s imulations, it 
al so has 
applications in 
robotics. 
1.) 
https ://www.youtube.com/w 
atch?v=NGh-Vh_NYO0 
2.) 
https ://www.youtube.com/w 
atch?v=PJZpDQMtOk8 
Lightin 
g 
Simulated illumination is defined as the method by 
which vi rtual 3D game environments are rendered 
taking into account all lighting information i n the 
s cene. Due to the flexibility of game rendering engines, 
and the variety of game styles, we organize simulated 
Lighting or 
whats i s 
normally to as 
Global 
i l lumination is 
1.) 
https ://www.youtube.com/w 
atch?v=YQw4YqutWsE 
2.) 
https ://www.youtube.com/w
i l lumination exhibited in games into a dimension 
ranging from more abstract forms of l ight and colour 
re pre sentation, e.g. “Rez” (United Game Arti sts, 2002), 
through cel-shaded games, to those that approach 
photorealism (which incorporate a range of lighting 
that approximates the visual experience of real space). 
http://gamestudies.org/0701/articles/elnasr_niedenth 
al_knez_almeida_zupko 
generally 
used in 3D 
computer 
graphics that 
are meant to 
add more 
realistic 
l ighting to 3D 
s cenes. 
atch?v=a5FzvJxhj_0 
AA – 
Anti - 
Aliasin 
g 
Smoothing the jagged appearance of diagonal lines in 
a bitmapped image. The pixels that surround the edges 
of the l ine are changed to varying shades of gray or 
color in order to blend the sharp edge into the 
background. This technique is also called "dithering," 
but i s usually known as anti-aliasing when applied to 
diagonal and curved lines. 
http://www.pcmag.com/encyclopedia/term/37810/ant 
i -aliasing 
Anti -aliasing 
means 
removing 
components 
that have a 
higher 
frequency 
than i s able to 
be properly 
shown by the 
recording 
device. This 
removal is 
done before 
sampling at a 
lower 
resolution. 
1.) 
https ://www.youtube.com/w 
atch?v=DY47bTEiGVM 
2.) 
https ://www.youtube.com/w 
atch?v=DxAb2A9jeFg 
LoD – 
Level 
of 
Deta il 
One important component of this "language" is the 
level of detail -- or the specificity required for a 
particular element at a particular s tage of the project. 
The level of detail for a BIM model must correspond to 
the needs of the modeler, the project engineer, and 
the es timators and s chedulers. LOD identifies how 
much information is known about a model element at 
a given time. 
http://www.vicosoftware.com/BIM-Level-of- 
Deta il/tabid/89638/ 
Level of detail 
involves 
decreasing 
the 
complexity of 
a 3D object 
as i t moves 
away from 
the viewer or 
to the other 
metrics such 
as object 
importance or 
pos ition. Level 
of deta il 
techniques 
increases the 
efficiency of 
rendering by 
decreasing 
the workload 
on graphics 
pipeline 
s tages. 
1.) 
https ://www.youtube.com/w 
atch?v=I1wObzEm4_4 
2.) 
https ://www.youtube.com/w 
atch?v=Vs I3JggyhpA 
Anima 
tion 
A s imulation of movement created by displaying a 
series of pictures, or frames. Cartoons on television is 
one example of animation. Animation on computers is 
one of the chief ingredients of 
mul timediapresentations. There are many software 
applications that enable you to create animations that 
you can display on a computer monitor. 
http://www.webopedia.com/TERM/A/animation.html 
Animation is 
modeled and 
manipulated 
by an 
animator. The 
animator 
usually starts 
by creating a 
1.) 
https ://www.youtube.com/w 
atch?v=XYd3YZdpJTE 
2.) 
https ://www.youtube.com/w 
atch?v=RkxKlkCV4xU
3D polygon 
mesh to 
manipulate. A 
mesh includes 
vertices that 
are connected 
by edges and 
faces, to give 
the 
appearance of 
form to a 3D 
object or 
envi ronment. 
the mesh is 
then given an 
internal 
s tructure 
cal led that 
can be used 
to control the 
mesh by 
weighting the 
vertices. 
Sprite A spri te is a bitmap graphic that is designed to be part 
of a larger s cene. It can either be a s tatic image or an 
animated graphic. Examples of spri tes include objects 
in 2D video games, icons that are part of an application 
user interface, and small images published on websites. 
http://www.techterms.com/definition/sprite 
A spri te is a 
two-dimensional 
animation 
that i s 
integrated 
into a scene. 
Including 
graphical 
objects 
handled 
separately 
from the 
memory 
bitmap of a 
video display, 
thi s now 
includes 
various 
graphical 
manners. 
1.) 
https ://www.youtube.com/w 
atch?v=a3NBt3FjBm0 
2.) 
https ://www.youtube.com/w 
atch?v=g0zfDs99z-E 
Scene A cuts cene or event scene (sometimes in-game 
cinematic or in-game movie) i s a sequence in a video 
game over which the player has no or only limited 
control , breaking up the gameplay and used to advance 
the plot, s trengthen the main character's development, 
introduce characters, and provide background 
information, atmosphere, dialogue, and clues. 
http://en.wikipedia.org/wiki/Cutscene 
Scene is a 
computer art 
that 
specializes in 
producing 
demos, which 
are vi sual 
presentations 
that run on a 
computer. 
The main goal 
of a demo i s 
to show off 
programming 
1.) 
https ://www.youtube.com/w 
atch?v=ApKG87BM84U 
2.) 
https ://www.youtube.com/w 
atch?v=Be9hhIIwwgQ
ski lls. 
Librar 
y 
A l ibrary i s a useful framework to tackle a specific need 
within a game engine. A framework that entails the 
needs for a complete game is a game engine. 
http://gamedev.s tackexchange.com/questions/10770/ 
whats-the-difference-between-a-library-and-an-engine 
A graphics 
l ibrary i s a 
program 
l ibrary 
des igned to 
help in 
rendering 
computer 
graphics to a 
monitor. This 
involves 
providing 
clearer 
vers ions of 
functions that 
handle 
rendering 
ta sks. 
1.) 
https ://www.youtube.com/w 
atch?v=IPGfrNQceT8 
2.) 
https ://www.youtube.com/w 
atch?v=Ub_wf8wJAds 
UI In information technology, the user interface (UI) is 
everything designed into an information device with 
which a human being may interact -- including display 
s creen, keyboard, mouse, l ight pen, the appearance of 
a desktop, illuminated characters, help messages, and 
how an application program or a Web site invites 
interaction and responds to i t. 
http://searchsoa.techtarget.com/definition/user-interface 
The us er 
interface, in 
the industrial 
des ign is the 
where 
interactions 
between 
people and 
computers 
occur. The 
goal of this i s 
to effectively 
operate 
control of the 
computer on 
the us er's 
end. Examples 
of thi s 
concept of 
user 
interfaces 
include the 
interactive 
aspects of 
computer 
operating 
sys tems, 
operator 
control s, and 
process 
control s. 
1.) 
https ://www.youtube.com/w 
atch?v=gMZRwGqj6nM 
2.) 
https ://www.youtube.com/w 
atch?v=d74O-b4g2ao 
Frame 
s 
Data transmission term for variable-size packet of data 
bi ts in a particular format and with codes (called flags) 
that mark the beginning and end of the packet. A frame 
generally contains its own control instructions, and 
information for addressing and error detection. 
Depending on the protocol of the network, it may be 
al so be called a block or cell. 
http://www.businessdictionary.com/definition/frame.h 
In computer 
networking, a 
frame is a 
digital data 
transmission 
uni t that 
includes 
frame 
1.) 
https ://www.youtube.com/w 
atch?v=vwWCyH2HfEU 
2.) 
https ://www.youtube.com/w 
atch?v=AXHK1ntbe54
tml synchronizati 
on, a 
sequence of 
bi ts or 
symbols 
making it 
pos sible for 
the receiver 
to detect the 
beginning and 
end of the 
packet in the 
s tream of 
symbols or 
bi ts . 
Conce 
pt 
In metaphysics, and especially ontology, a concept is a 
fundamental category of existence. In contemporary 
phi losophy, there are at least three prevailing ways to 
understand what concept i s. 
http://en.wikipedia.org/wiki/Concept 
The focus in 
making 
Concept has 
moved from 
squeezing as 
much out of 
the computer 
as possible to 
making 
s tyl ish, 
beautiful, 
wel l-designed 
real time 
artwork to be 
added to the 
game. 
1.) 
https ://www.youtube.com/w 
atch?v=EM58x2RwXWQ 
2.) 
https ://www.youtube.com/w 
atch?v=LOCMGR2WB00 
Event An event, in a computing context, i s any identifiable 
occurrence that has significance for system hardware 
or software. Us er-generated events include keystrokes 
and mouse clicks, among a wide variety of other 
pos sibilities. System-generated events include program 
loading and errors, also among a wide variety of other 
pos sibilities. 
http://searchsoa.techtarget.com/definition/event 
An event is an 
action or 
occurrence 
detected by 
the program 
that may be 
handled by 
the program. 
Events are 
handled with 
the program 
flow, that is, 
the program 
has one or 
more places 
where events 
are handled, 
frequently an 
event loop. 
1.) 
https ://www.youtube.com/w 
atch?v=5v4Zbqn20hs 
2.) 
https ://www.youtube.com/w 
atch?v=8BnlKyWi1iA 
Pathfi 
nding 
Pathfinding or pathing is the plotting, by a computer 
application, of the shortest route between two points. 
It i s a more practical variant on solving mazes. This field 
of research is based heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
Pathfinding in 
video games 
features the 
way in which 
a moving AI 
finds a path 
around an 
obs tacle, and 
1.) 
https ://www.youtube.com/w 
atch?v=sztPglYAdvE 
2.) 
https ://www.youtube.com/w 
atch?v=RSU6pZnzBUM
the mos t 
frequent 
example is 
s trategy 
games in 
which the 
player directs 
uni ts around 
obs tacles. 
Pathfinding 
has grown in 
important 
recently as 
games and 
thei r 
envi ronments 
have become 
more 
complex, and 
as a result in 
thi s many AI 
packages 
have been 
developed.

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Lewis brady engine terminology (edited version)

  • 1. Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name : Lewis Brady RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE OF THE RESEARCHE D TERM TO YOUR OWN PRODUCTIO N PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDE O GA MES / VIDE O GA ME TEST ING Demo A game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version. http://en.wikipedia.org/wiki/Game_demo A demo is a Short vers ion of a game but does not include the ful l game as i t i s giving the player a taste of what the game he is playing would be l ike and mos t demos produced are free so everyone is abl e to test the games mechanics and gameplay. 1.) https ://www.youtube.com/w atch?v=z_JFDPCtXFY 2.) https ://www.youtube.com/w atch?v=03bw6-V_M3o Beta Beta means that these games are still in development and are not yet in their final version. We are letting users test them out and give us their feedback so that we can make further improvements to make these games as effective and enjoyable as possible. https ://help.lumosity.com/hc/en-us /articles/202172720-What-are-beta-games- A beta game i s in i ts latest s tages of development and i s just having i ts final minor tweaks to improve game before being released, and as a result in thi s the game should have 1.) https ://www.youtube.com/w atch?v=b9ZykUaHBWE 2.) https ://www.youtube.com/w atch?v=Ll z_ND9DgbY
  • 2. l i ttle to know latency issues as I has been moved from alpha to beta, then when the developer thinks is has been improved to a substantial level he will decide when i t’s to be fully released. Alpha A working alpha state game i s the game i tself with all the basic core concepts in place (and most likely some s ti ll being developed or drawn up) allowing players the bas e freedoms that allow the game to resolve gameplay issues, early exploits, small bugs, major bugs, early balancing and many other issues that you wont see in a fully released game that does not state that its an alpha or beta state game. http://steamcommunity.com/app/255500/discussions/ 0/630800445001699632/?ins ideModal=1 An alpha game is in its early s tages of development and i s still having major updates to i t and i s not ready for being fully published. 1.) https ://www.youtube.com/w atch?v=WgTQglGvNUs 2.) https ://www.youtube.com/w atch?v=6wYGQ2NWvIw Pre- Alpha Pre-Alpha means that the game still has a s cheduled l i st of code and assets to be written and created. The ga me is buggy, i t lacks features, i t’s prone to cra shing and performance i ssues. There will be issues with the frame-rate of the game, and things that work in one release being a bit broken in the next. Pre-Alpha means that the game has not yet reached the s tage of compl etion where i t can be described as “Alpha”. https ://carmageddon.zendesk.com/hc/en-us /articles/200416352-What-does-Pre-Alpha-mean-a pre-alpha game is in its earliest stages of development and i s having game changing updates in terms with resolution settings and characters models and there i s little of the game that has been added yet. 1.) https ://www.youtube.com/w atch?v=TTaIk7akOUw 2.) https ://www.youtube.com/w atch?v=uQOPb9p3HTQ Gold A golden mas ter, or GM, is the final version of a software program that is sent to manufacturing and is used to make retail copies of the software. The golden mas ter follows several other s tages in the software development process including the alpha, beta, and release candidate s tages. The final release candidate (RC) becomes the "release to manufacturing" (RTM) vers ion, which i s also called the golden master. http://www.techterms.com/definition/goldenmaster Golden mas ter is a s tage in the software release cycl e in which the software is in i ts full and final development s tage and is ready to be del ivered to the cus tomer 1.) http://wpuploads.appadvice.c om/wp-content/ uploads/2013/09/gol dmaster.png 2.) https ://www.youtube.com/w atch?v=5Gvp9HRjwZw
  • 3. or to be published commercially. The term was ini tially coined by Appl e Computers to specify software products that have passed the entire production/d evelopment and testing phases. Debug Debugging is the process of locating and fixing or bypassing bugs (errors) in computer program code or the engineering of a hardware device. To debug a program or hardware device is to s tart with a problem, i solate the source of the problem, and then fix i t. A user of a program that does not know how to fix the problem may learn enough about the problem to be abl e to avoid i t until i t is permanently fi xed. When someone says they've debugged a program or "worked the bugs out" of a program, they imply that they fixed i t so that the bugs no longer exist. http://searchsoftwarequality.techtarget.com/definition /debugging Is a process of finding computer bugs , or defects, in a computer program or a piece of electronic hardware, making it behave in an unexpected manner. Debugging tends to be harder when various sys tems are tightly coupled, as a change in one may cause bugs to emerge in another. 1.) https ://www.youtube.com/w atch?v=_uzSw_fb7NQ 2.) https ://www.youtube.com/w atch?v=IP0nMv_NI1s Autom ation Automation or automatic control, i s the use of various control systems for operating equipment such as machinery, processes in factories, boilers and heat treating ovens, switching in telephone networks, s teering and stabilization of ships, aircraft and other applications with minimal or reduced human intervention. Some processes have been completely automated. http://en.wikipedia.org/wiki/Automation Automation has been achieved by various meathods including electrical, electronic and computers, usually in combination. Compl icated sys tems, such as modern factories and 1.) https ://www.youtube.com/w atch?v=o4mPJMiX0mk 2.) https ://www.youtube.com/w atch?v=Pl jTAgGFYYo
  • 4. ships use all thes e combined techniques. White- Box Tes tin g White-box testing i s a methodology used to ensure and val idate the internal framework, mechanisms, objects and components of a software application. White-box tes ting verifies code according to design specifications and uncovers application vulnerabilities. http://www.techopedia.com/definition/3891/white-box- testing In white-box tes ting an internal perspective of the sys tem, as wel l as programming, are used to des ign tests. The tes ter chooses inputs to paths through the code and determines the correct outputs. This i s analogous to tes ting nodes into in-ci rcui t testing (ICT). 1.) https ://www.youtube.com/w atch?v=3CHRUAMIrVE 2.) https ://www.youtube.com/w atch?v=FTnjGxu5HPk Bug In computer technology, a bug is a coding error in a computer program. (Here we consider a program to al so include the microcode that is manufactured into a microprocessor.) The process of finding bugs before program users do is called debugging Debugging starts after the code is first written and continues in successive stages as code is combined with other units of programming to form a software product, such as an operating system or an application. After a product i s released or during public beta testing, bugs are still apt to be di scovered. When this occurs, users have to either find a way to avoid using the "buggy" code or get a patch from the originators of the code. http://searchsoftwarequality.techtarget.com/definition /bug A software bug i s an fault in a computer program that causes it to produce an incorrect result, or to behave in unexpected ways . Most bugs compile from mi s takes made by people in either a program's source code, or in frameworks and operating sys tems used by such programs, and a few are caused by compi lers producing an incorrect code. 1.) https ://www.youtube.com/w atch?v=jVPFM7H4Hug 2.) https ://www.youtube.com/w atch?v=LgRsXlbftQY GA Vertex Shade A programmable function in display adapters that offers a graphics application programmer flexibility in Vertex shaders are 1.) https ://www.youtube.com/w
  • 5. ME ENGI NES r rendering an image. The vertex shader is used to trans form the attributes of vertices (points of a triangle) such as color, texture, position and direction from the original color space to the display space. It al lows the original objects to be distorted or reshaped in any manner. http://www.pcmag.com/encyclopedia/term/53754/ver tex-shader run once for each vertex given to the graphics processor. The purpose of thi s i s to trans form each of the vertex's 3D pos ition in vi rtual space to 2D coordinates at which it appears on the s creen. atch?v=1G37-Yav2ZM 2.) https ://www.youtube.com/w atch?v=2ZNJ_KytrE4 Pixel Shade r The name used to describe the method in which a GPU applies textures and renders pixels to the display. Pixel Shaders are used to give a more realistic look to objects, such as reflections. http://www.webopedia.com/TERM/P/Pixel_Shader.ht ml Pixel shaders range from outputting the same color, to applying a l ighting value, to doing bump mapping, shadows and trans lucency . They can alter the depth of the fragment or output more than one color if mul tiple render targets are active at once. 1.) https ://www.youtube.com/w atch?v=utKHLHbShkk 2.) https ://www.youtube.com/w atch?v=Hni9oexEHyE Pos t Proces s ing Current generation gaming systems are able to render 3D graphics using floating point frame buffers, in order to produce HDR images. To produce the bloom effect, the HDR images in the frame buffer are convolved with a convolution kernel in a post-processing step, before converting to RGB space. The convolution step usually requi res the use of a large gaussian kernel that is not practical for realtime graphics, causing the programmers to use approximation methods. http://en.wikipedia.org/wiki/Bloom_(shader_effect) Pos t-processing is used mostly in 3D rendering, especially for video games. Instead of rendering 3D objects to the di splay, the s cene is rendered to a buffer in the memory of the video card. Pixel shaders are then used and applied to the 1.) https ://www.youtube.com/w atch?v=jXXe8-twFEY 2.) https ://www.youtube.com/w atch?v=wSsC1oOmZcY
  • 6. pos t-processing fi l ters to the image buffer before di splaying it to the s creen. Rende ring Rendering is the process of generating an image from a model (or models in what collectively could be called a scene fi l e), by means of computer programs. A s cene fi l e contains objects in a s trictly defined language or data structure; i t would contain geometry, viewpoint, texture, l ighting, and shadinginformation as a des cription of the vi rtual s cene. http://www.princeton.edu/~achaney/tmve/wiki100k/d ocs /Rendering_(computer_graphics).html Rendering is one of the topics of 3D computer graphics, In the graphics pipeline, i t is the last step, giving the final appearance to the models and animation. With the increasing sophistication of computer graphics it has become a more of a important subject. 1.) https ://www.youtube.com/w atch?v=EJXWLo__PUc 2.) https ://www.youtube.com/w atch?v=mqt3kPc0zik Norm a l Map A normal map is usually used to fake high-res geometry deta il on what is actually a low-res mesh. Each pixel of a normal map is used to transfer the normal that's on the high-res mesh onto the surface of the low-res mesh. The red, green, and blue channels of the texture are used to control the direction of each pixel's normal. The pixels in the normal map basically control what di rection each of the pixels on the low-poly model will be facing, controlling how much l ighting each pixel will receive, and thus creating the illusion of more surface deta il or better curvature. The process of transferring normals from the high-res model to the in-game model i s often called baking. http://tech-artists.org/wiki/Normal_Map In 3D computer graphics, normal mapping is a technique used for faking the l ighting of bumps and dents an implementati on of bump mapping. It i s used to add deta ils without using subtantially more polygons. A common use of thi s technique is to define the appearance and details of a low polygon model by 1.) https ://www.youtube.com/w atch?v=xrN5jgA8ia8 2.) https ://www.youtube.com/w atch?v=gWcfZAAHToU
  • 7. generating a normal map from a height map. Enti ty An Enti ty Sys tem is s imply a game architecture, which i s used to help you manage your game, no matter how complex i t may need to be. Entity Systems help split up your logic from your data, much the same way the MVC des ign pattern helps you split your model from your view-controller. An Entity System i s typically split into three major parts: entities, components and sys tems. https ://github.com/miguelmartin75/anax/wiki/What-is -an-Entity-System%3F An enti ty within a game i s something that exists in i ts elf, actually and has no mas s within the game. In particular, abs tractions and legal fictions are usually regarded as enti ties. 1.) https ://www.youtube.com/w atch?v=mHCm52LprVg 2.) https ://www.youtube.com/w atch?v=NiCB01F4jEs UV Map Thi s process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. http://en.wikipedia.org/wiki/UV_mapping UV mapping permi ts polygons that make up a 3D object to be painted with color from an image. The image is cal led a UV texture map, but i t's just an ordinary image. The UV mapping process involves as signing pixels in the image to surface mappings on the polygon, thi s is usually done by copying a triangle shaped piece of the image map and pas ting it onto a triangle on the object. 1.) https ://www.youtube.com/w atch?v=i IvTUDgaXik 2.) https ://www.youtube.com/w atch?v=f2-FfB9kRmE Proce dural Textur e An algorithmic way of describing a texture. Unlike a bitmapped texture, in which the texture is represented as a bitmap, a procedural texture describes the texture mathematically. Although not widely used, this method i s resolution independent and can create more precise textures, especially i f there is great and varying depth A procedural texture i s a computer-generated image created by us ing an 1.) https ://www.youtube.com/w atch?v=QpkpJ9Csrkk 2.) https ://www.youtube.com/w atch?v=_8CmR_5KXFo
  • 8. to the objects being textured. Procedural textures may be 2D or 3D. See texture mapping and volumetric texture. http://www.yourdictionary.com/procedural-texture algorithm to create a realistic representatio n of natural materials such as wood, marbl e, grani te, metal and s tone. Phys ic s A phys ics engine is a s cripting method used for creating the phys ics, or movement, in a project. This movement can include jumping, side-motion, wall-jumping, and more. Phys ics engines are commonly designed once and used for many projects or borrowed by other users to save the time of recreating one. http://wiki.scratch.mit.edu/wiki/Physics_Engines A phys ics engine is computer software that provides an approximate s imulation of certa in phys ical sys tems, such as rigid body dynamics, soft body dynamics and fluid dynamics, is of use in the domains of computer graphics, video games and film production. 1.) https ://www.youtube.com/w atch?v=3-XZ-LJC7_8 2.) https ://www.youtube.com/w atch?v=9v4Mvm8k7sw Col l isi on Col l ision detection comes in two forms, discrete and continuous. Advanced engines support both, as they have different properties. In general, continuous col l ision detection is very expensive and only used where it i s really needed. The majority of collision and phys ics is handled using discrete methods. In discrete methods, objects will end up penetrating each other, and the physics engine then works to push them apart. So the engine does not actually s top a player from walking partially through a wall or the floor, it just fixes i t up after detecting that the player is partially in the wal l/floor. I'm going to focus on discrete collision detection here, since that's what I have the most experience implementing from scratch. http://gamedev.s tackexchange.com/questions/26501/ how-does-a-collision-engine-work Col l ision detection refers to the problem of detecting the intersection of two or several more objects. While the topic i s often as sociated with i ts use in video games and other phys ical s imulations, it al so has applications in robotics. 1.) https ://www.youtube.com/w atch?v=NGh-Vh_NYO0 2.) https ://www.youtube.com/w atch?v=PJZpDQMtOk8 Lightin g Simulated illumination is defined as the method by which vi rtual 3D game environments are rendered taking into account all lighting information i n the s cene. Due to the flexibility of game rendering engines, and the variety of game styles, we organize simulated Lighting or whats i s normally to as Global i l lumination is 1.) https ://www.youtube.com/w atch?v=YQw4YqutWsE 2.) https ://www.youtube.com/w
  • 9. i l lumination exhibited in games into a dimension ranging from more abstract forms of l ight and colour re pre sentation, e.g. “Rez” (United Game Arti sts, 2002), through cel-shaded games, to those that approach photorealism (which incorporate a range of lighting that approximates the visual experience of real space). http://gamestudies.org/0701/articles/elnasr_niedenth al_knez_almeida_zupko generally used in 3D computer graphics that are meant to add more realistic l ighting to 3D s cenes. atch?v=a5FzvJxhj_0 AA – Anti - Aliasin g Smoothing the jagged appearance of diagonal lines in a bitmapped image. The pixels that surround the edges of the l ine are changed to varying shades of gray or color in order to blend the sharp edge into the background. This technique is also called "dithering," but i s usually known as anti-aliasing when applied to diagonal and curved lines. http://www.pcmag.com/encyclopedia/term/37810/ant i -aliasing Anti -aliasing means removing components that have a higher frequency than i s able to be properly shown by the recording device. This removal is done before sampling at a lower resolution. 1.) https ://www.youtube.com/w atch?v=DY47bTEiGVM 2.) https ://www.youtube.com/w atch?v=DxAb2A9jeFg LoD – Level of Deta il One important component of this "language" is the level of detail -- or the specificity required for a particular element at a particular s tage of the project. The level of detail for a BIM model must correspond to the needs of the modeler, the project engineer, and the es timators and s chedulers. LOD identifies how much information is known about a model element at a given time. http://www.vicosoftware.com/BIM-Level-of- Deta il/tabid/89638/ Level of detail involves decreasing the complexity of a 3D object as i t moves away from the viewer or to the other metrics such as object importance or pos ition. Level of deta il techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline s tages. 1.) https ://www.youtube.com/w atch?v=I1wObzEm4_4 2.) https ://www.youtube.com/w atch?v=Vs I3JggyhpA Anima tion A s imulation of movement created by displaying a series of pictures, or frames. Cartoons on television is one example of animation. Animation on computers is one of the chief ingredients of mul timediapresentations. There are many software applications that enable you to create animations that you can display on a computer monitor. http://www.webopedia.com/TERM/A/animation.html Animation is modeled and manipulated by an animator. The animator usually starts by creating a 1.) https ://www.youtube.com/w atch?v=XYd3YZdpJTE 2.) https ://www.youtube.com/w atch?v=RkxKlkCV4xU
  • 10. 3D polygon mesh to manipulate. A mesh includes vertices that are connected by edges and faces, to give the appearance of form to a 3D object or envi ronment. the mesh is then given an internal s tructure cal led that can be used to control the mesh by weighting the vertices. Sprite A spri te is a bitmap graphic that is designed to be part of a larger s cene. It can either be a s tatic image or an animated graphic. Examples of spri tes include objects in 2D video games, icons that are part of an application user interface, and small images published on websites. http://www.techterms.com/definition/sprite A spri te is a two-dimensional animation that i s integrated into a scene. Including graphical objects handled separately from the memory bitmap of a video display, thi s now includes various graphical manners. 1.) https ://www.youtube.com/w atch?v=a3NBt3FjBm0 2.) https ://www.youtube.com/w atch?v=g0zfDs99z-E Scene A cuts cene or event scene (sometimes in-game cinematic or in-game movie) i s a sequence in a video game over which the player has no or only limited control , breaking up the gameplay and used to advance the plot, s trengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues. http://en.wikipedia.org/wiki/Cutscene Scene is a computer art that specializes in producing demos, which are vi sual presentations that run on a computer. The main goal of a demo i s to show off programming 1.) https ://www.youtube.com/w atch?v=ApKG87BM84U 2.) https ://www.youtube.com/w atch?v=Be9hhIIwwgQ
  • 11. ski lls. Librar y A l ibrary i s a useful framework to tackle a specific need within a game engine. A framework that entails the needs for a complete game is a game engine. http://gamedev.s tackexchange.com/questions/10770/ whats-the-difference-between-a-library-and-an-engine A graphics l ibrary i s a program l ibrary des igned to help in rendering computer graphics to a monitor. This involves providing clearer vers ions of functions that handle rendering ta sks. 1.) https ://www.youtube.com/w atch?v=IPGfrNQceT8 2.) https ://www.youtube.com/w atch?v=Ub_wf8wJAds UI In information technology, the user interface (UI) is everything designed into an information device with which a human being may interact -- including display s creen, keyboard, mouse, l ight pen, the appearance of a desktop, illuminated characters, help messages, and how an application program or a Web site invites interaction and responds to i t. http://searchsoa.techtarget.com/definition/user-interface The us er interface, in the industrial des ign is the where interactions between people and computers occur. The goal of this i s to effectively operate control of the computer on the us er's end. Examples of thi s concept of user interfaces include the interactive aspects of computer operating sys tems, operator control s, and process control s. 1.) https ://www.youtube.com/w atch?v=gMZRwGqj6nM 2.) https ://www.youtube.com/w atch?v=d74O-b4g2ao Frame s Data transmission term for variable-size packet of data bi ts in a particular format and with codes (called flags) that mark the beginning and end of the packet. A frame generally contains its own control instructions, and information for addressing and error detection. Depending on the protocol of the network, it may be al so be called a block or cell. http://www.businessdictionary.com/definition/frame.h In computer networking, a frame is a digital data transmission uni t that includes frame 1.) https ://www.youtube.com/w atch?v=vwWCyH2HfEU 2.) https ://www.youtube.com/w atch?v=AXHK1ntbe54
  • 12. tml synchronizati on, a sequence of bi ts or symbols making it pos sible for the receiver to detect the beginning and end of the packet in the s tream of symbols or bi ts . Conce pt In metaphysics, and especially ontology, a concept is a fundamental category of existence. In contemporary phi losophy, there are at least three prevailing ways to understand what concept i s. http://en.wikipedia.org/wiki/Concept The focus in making Concept has moved from squeezing as much out of the computer as possible to making s tyl ish, beautiful, wel l-designed real time artwork to be added to the game. 1.) https ://www.youtube.com/w atch?v=EM58x2RwXWQ 2.) https ://www.youtube.com/w atch?v=LOCMGR2WB00 Event An event, in a computing context, i s any identifiable occurrence that has significance for system hardware or software. Us er-generated events include keystrokes and mouse clicks, among a wide variety of other pos sibilities. System-generated events include program loading and errors, also among a wide variety of other pos sibilities. http://searchsoa.techtarget.com/definition/event An event is an action or occurrence detected by the program that may be handled by the program. Events are handled with the program flow, that is, the program has one or more places where events are handled, frequently an event loop. 1.) https ://www.youtube.com/w atch?v=5v4Zbqn20hs 2.) https ://www.youtube.com/w atch?v=8BnlKyWi1iA Pathfi nding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It i s a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding Pathfinding in video games features the way in which a moving AI finds a path around an obs tacle, and 1.) https ://www.youtube.com/w atch?v=sztPglYAdvE 2.) https ://www.youtube.com/w atch?v=RSU6pZnzBUM
  • 13. the mos t frequent example is s trategy games in which the player directs uni ts around obs tacles. Pathfinding has grown in important recently as games and thei r envi ronments have become more complex, and as a result in thi s many AI packages have been developed.