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Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
1 
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, 
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the 
website you have obtained the definition. 
You must also, where possible, provide specific details of how researched definitions relate to your own production practice. 
Name: Neil 
Rogero 
RESEARCHED DEFINITION (provide short 
internet researched definition and URL 
link) 
DESCRIBE THE RELEVANCE OF THE 
RESEARCHED TERM TO YOUR OWN 
PRODUCTION PRACTICE? 
IMAGE SUPPORT (Provide an image and/or video 
link of said term being used in a game) 
VIDEO 
GAMES / 
VIDEO 
GAME 
TESTING 
Demo It i s my opinion that a demo in games is a 
demonstration of how the game is played. It 
wi l l normally tell you about how to go about 
playing in the game in detail and will normally 
take you through several boards of the game; 
thi s is normally used to give you a feel for the 
game and weather you might l ike the game 
and how i t is played i f you are purchasing it. 
Source: 
https ://answers.yahoo.com/question/index?qi 
d=20090423022627AA9nGkS 
Thi s shows the audience what the game is 
about and how you play i t. An example of a 
video game demo that you are able to play 
some parts of the game but you are not 
abl e to play the full game. 
https ://www.youtube.com/watch?v=FcMRkyoHKeA 
Beta A beta is kind of like a teaser. Companies will 
release beta's to get people excited for a game, 
or to tes t a game (Like what Halo did a couple 
months back), and to see what people think 
about it before they mass produce i t. Some 
beta s are easy to get, others you may have to 
pre-order a game or know someone special. 
Source: 
https ://answers.yahoo.com/question/index?qi 
d=20100805174050AAuioAp 
A beta is used to show other people an 
early teaser about a certain type of game 
and i t shows the audience what the game 
wi l l be like, some people might get access 
to some beta but not all people games 
companies do this to get the people hyped 
and excited on the game coming out. 
https ://www.youtube.com/watch?v=l9D3jH964oY
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Alpha Wel l, an alpha test is performed by the 
programmers themselves to ensure they got 
everything right in their eyes. 
Source: 
https ://answers.yahoo.com/question/index?qi 
d=20110119184650AAfwy7x 
Game alpha i s to test the performance of a 
certa in game and they make sure that the 
ga me that they made is right a nd there ’s 
nothing wrong with technical difficulties. 
Pre-Alpha Pre-alpha refers to all activities performed 
during the software project before testing. 
Thes e activities can include requirements 
analysis, software design, software 
development, and unit testing. In typical open 
source development, there are several types of 
pre-alpha versions. Mi lestone versions include 
specific s ets of functions and are released as 
soon as the functionality is complete. 
Source: 
http://en.wikipedia.org/wiki/Software_release 
_l i fe_cycle 
Pre-Alpha is like a mega early vers ion of 
the game and tests the game, before 
everything is finalized. 
https ://www.youtube.com/watch?v=n0vpbQTRpQ0 
Gold In software and application development, a 
gold version i s the final stage of software 
development and follows the alpha and beta 
tes ting cycles of software development. The 
gold version i s the final version of the software 
as i t will be released to the public. 
Source: 
http://www.webopedia.com/sgsearch/results? 
cx=partner-pub- 
8768004398756183%3A6766915980&cof=FOR 
ID%3A10&ie=UTF-8&q=gold 
Gold is a beta-testing and it has been 
successful and passed, therefore allowing 
the game to be duplicated, produced and 
published around the world for retail sales. 
https ://www.youtube.com/watch?v=qXRyhGQ1OQo
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Debug Debug mode usually lets the user change many 
aspects of the game if you know how to use 
them properly. 
Source: 
http://www.answers.com/Q/What_is_debug_ 
mode_in_gaming 
Debug versions of games aren't just early 
vers ions. When you're actually developing 
the game, you typically have two main 
options every time you want to build the 
code into an executable program a Release 
bui ld, which is as close to the final copy as 
you can get, and a Debug build, which is 
as sembled in such a way that lets 
developers and designers step through 
portions of the code easier, to figure out 
problems de-bug remove bugs from the 
game. 
Automation Automation i s a tycoon-style game which put 
the player in control of their own auto 
company. 
Source: 
http://www.giantbomb.com/automation/3030 
-37803/ 
Automation shows that you can see 
another person playing the game and what 
i t’s l ike a nd what are the good and bad 
things about i t. 
White-Box 
Testing 
Al so known as glass box, structural, clear 
box and open box testing. A software testing 
technique whereby explicit knowledge of the 
internal workings of the item being tested are 
used to s elect the test data. Unlike black box 
tes ting, white box testing uses specific 
knowledge of programming code to examine 
outputs. The test is accurate only i f the tester 
knows what the program i s supposed to do. He 
or she can then see if the program diverges 
It’s where a couple of people i n a room 
when they test a certain type of game and 
i t’s l ike a test data if the game i s acceptable 
or not. 
https ://www.youtube.com/watch?v=3bJcvBLJViQ
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
from i ts intended goal. White box testing does 
not account for errors caused by omission, and 
al l vi sible code must also be readable. 
For a complete software examination, both 
white box and black box tests are required. 
Source: 
http://www.webopedia.com/TERM/W/White_ 
Box_Tes ting.html 
Bug Sometimes called a glitch, a bug is just 
something wrong with the program. 
Sometimes i t might be not s erious and will be 
solved. 
Source: 
https ://answers.yahoo.com/question/index?qi 
d=20080622111127AAsXob5 
A bug i s where something is wrong with a 
video game and it becomes hard to 
respond and something happens with the 
game where everything goes weird. 
GAME 
ENGINES 
Vertex 
Shader 
A Vertex Shader i s also GPU component and is 
al so programmed using a specific assembly-like 
language, like pixel shaders, but are oriented 
to the s cene geometry and can do things like 
adding cartoony silhouette edges to objects, 
etc. 
Source: 
http://s tackoverflow.com/questions/832545/ 
what-are-vertex-and-pixel-shaders 
Shaders are most commonly used to 
produce l ighting and shadow in 3D 
modelling. This image illustrates Phong 
shading, one of the first computer shading 
models ever developed.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
GAME 
ENGINES 
Pixel Shader A pixel shader i s a s et of program codes which 
i s usually built into a video graphics chipset 
and drivers. Its purpose is to enable more 
l i felike lighting effects on 3d models, usually 
for gaming. 
Source: 
http://www.answers.com/Q/What_is_a_pixel_ 
shader 
A pixel shader i s able to put lifelike effects 
on a model and that can be used for 
gaming some games uses pixel shader to 
bring lifelike lighting effects into the game. 
Post 
Processing 
The term post-processing (or postproc for 
short) is used in the video/film business for 
quality-improvement image 
processing (specifically digital image 
processing) methods used in video playback 
devices, (such as s tand-aloneDVD-Video 
players), and video players software 
and transcoding software. It is also commonly 
used in real-time 3D rendering (such as in 
video games) to add additional effects. 
Source: 
http://en.wikipedia.org/wiki/Video_post-processing 
Pos t processing is the process of changing 
the perceived quality of a video on a 
playback that could be used as a loading 
image screen on a game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
Rendering Rendering is the process of generating an 
image from a 2D or 3D model (or models in 
what collectively could be called a scene file), 
by means of computer programs. Al so, the 
results of such a model can be called a 
rendering. A s cene file contains objects in a 
s trictly defined language or data structure; i t 
would contain geometry, viewpoint, texture, 
l ighting, and shading information as a 
des cription of the vi rtual s cene. The data 
conta ined in the scene file is then passed to a 
rendering program to be processed and output 
to a digital or raster graphics image file. The 
term "rendering" may be by analogy with an 
"arti st's rendering" of a scene. Though the 
technical details of rendering methods vary, 
the general challenges to overcome in 
producing a 2D image from a 3D 
representation stored in a s cene file are 
outl ined as the graphics pipeline along a 
rendering device, such as a GPU. 
Source: 
http://en.wikipedia.org/wiki/Rendering_(comp 
uter_graphics) 
Use a pre-image i t’s usually a complete 
sketch and rendering is used that adds a 
bitmap textures and procedural texture 
l ights. 
Normal Map In 3D computer graphics, normal mapping, or 
"Dot3 bump mapping", is a technique used for 
faking the lighting of bumps and dents – an 
implementation of bump mapping. It is used to 
add details without using more polygons. A 
common use of this technique is to greatly 
enhance the appearance and details of 
a model by generating a normal map from a 
high polygon model or height map. 
Source: 
http://en.wikipedia.org/wiki/Normal_mapping 
A Normal map uses lighting of a surface 
and from the shading point to the light 
source is dotted with the unit vector 
normal to that surface, and the result is the 
intensity of the light on that surface. 
Entity Enti ty systems are growing in popularity, with An example of an entity system would be is https ://www.youtube.com/watch?v=8FWULdNHqJE
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
wel l-known examples like Unity, and lesser 
known frameworks like ActionScript 
frameworks Ember2, Xember and my own Ash. 
The re ’s a ve ry good reason for this; they 
s implify game architecture, encourage clean 
separation of responsibilities in your code, and 
are fun to use. 
Source: 
http://www.richardlord.net/blog/what-is-an-enti 
ty-framework 
tha t i t’ll be used as many sys tems that uses 
larger games and renders physics, user 
control of a character and non-player 
characters. 
UV Map Thi s process projects a texture map onto a 3D 
object. The l etters "U" and "V" denote the axes 
of the 2D texture because "X", "Y" and "Z" are 
al ready used to denote the axes of the 3D 
object in model space. 
Source: 
http://en.wikipedia.org/wiki/UV_mapping 
UV texture permits polygons that make up 
a 3D object to be painted with colour from 
an image. The image is called a UV texture 
map.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Procedural 
Texture 
A procedural texture is a computer-generated 
image created using an algorithm intended to 
create a realistic representation of natural 
elements such 
as wood, marble, granite, metal, s tone, and 
others . 
Usually, the natural look of the rendered result 
i s achieved by the usage 
of fracta l noise and turbulence functions. 
Thes e functions are used as 
a numerical representation of the 
randomness” found in nature. 
Source: 
http://en.wikipedia.org/wiki/Procedural_textu 
re 
Procedural texture uses solid texturing and 
process where the texture generating 
functions and evaluated over at an each 
vi s ible surface point of a model. Some solid 
textures are an alternative to the tradional 
2D texture images. 
Physics A phys ics engine is computer software that 
provides an approximate simulation of 
certa in physical systems, such as rigid body 
dynamics (including collision detection), soft 
body dynamics, and fluid dynamics, of use in 
the domains of computer graphics, video 
games and film. Their main uses are in video 
games (typically as middleware), in which case 
the s imulations are in real-time. The term is 
sometimes used more generally to describe 
any software system for s imulating physical 
phenomena, such as high-performance 
s cientific simulation. 
Source: 
http://en.wikipedia.org/wiki/Physics_engine 
Phys ics generally i s two classes of physic 
engines that uses real-time and high-preci 
sion and physic engines require more 
processing power to calculate a very 
preci se animated or gameplay.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Collision Col l ision detection typically refers to the 
computational problem of detecting the 
intersection of two or more objects. While the 
topic i s most often associated with i ts use 
in video games and other physical s imulations, 
i t al so has applications in robotics. In addition 
to determining whether two objects have 
col l ided, collision detection systems may also 
calculate time of impact (TOI), and report 
a contact manifold (the set of intersecting 
points). Collision response deals with 
s imulating what happens when a collision is 
detected (see physics engine, ragdoll physics). 
Solving collision detection problems requires 
extensive use of concepts from linear 
algebra and computational geometry. 
Source: 
http://en.wikipedia.org/wiki/Collision_detectio 
n 
Col l ision engine is generally used in 
platform games to make the player actually 
hi t walls and s tuff and there’s the 2D type 
and the 3D type but they all accomplish the 
same thing. 
Lighting The aim of this thesis was to s tudy and 
implement advanced real-time rendering 
techniques for complex materials such as 
human skin. The project included investigation 
on how to adapt and simplify complex skin 
rendering models to fit current game engines. 
Al so, the task included looking into recent 
research on spherical harmonics and wavelets. 
The goal was to determine whether they can 
be used to represent both diffuse and specular 
reflection from environment l ighting in real 
time game. Subsurface scattering, Gaussian 
shadow mapping and representing l ighting by 
the us e of spherical harmonics and wavelets, 
are a few of the used techniques in this 
project. The results of this thesis show that it is 
pos sible to render realistic human skin in real 
time at a low cost. 
Lighting i s used to make a complex and 
s implify a character on a game, for 
example making it as real as possible. 
With the lighting effects on daylight time 
and night-time.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Source: http://dice.se/publications/lighting-and- 
materials-for-real-time-game-engines/ 
AA – Anti- 
Aliasing 
The term Anti-aliasing refers to the level of 
image quality in 3D graphics. It is a vi tal 
process in producing high quality graphics that 
wi l l ultimately be displayed. The main 
purpose of anti-aliasing i s to smooth 
jagged/stair-cased edges (Jaggies) within pixel 
based images and the flickering/strobing of 
surfaces in an animation. 
Source: 
https ://docs.google.com/document/d/1epqrH 
Zkudz5X6XRAfpiaRXHpdUv8L0b34f6hlYOzNZk/ 
edi t?pli=1 
Al iasing can occur at any s tage during the 
rendering process. The problem stems 
from point is a process used in all 
computer graphics application that 
determines information about it. 
LoD – Level 
of Detail 
In computer graphics, accounting for level of 
deta il involves decreasing the complexity of a 
3D object representation as i t moves away 
from the viewer or according to other metrics 
such as object importance, viewpoint-relative 
speed or position. Level of detail techniques 
increases the efficiency of rendering by 
decreasing the workload on graphics 
pipeline s tages, usually vertex transformations. 
The reduced vi sual quality of the model is 
often unnoticed because of the small effect on 
object appearance when distant or moving 
fas t. 
Source: 
http://en.wikipedia.org/wiki/Level_of_detail 
The Level of detail concept of a discrete 
LOD and i s to provide to various model to 
represent the same object. Obtaining those 
models requires an external algorithm 
which is often a subject of many polygon 
reduction techniques. 
Animation Animation is the process of 
creating motion and shape change i llusion by 
means of the rapid display of a sequence of 
s ta tic images that minimally differ from each 
other. The illusion as in motion pictures in 
general is thought to rely on the phi 
phenomenon. Animators are artists who 
specialize in the creation of animation. 
Encompasses a variety of techniques, the 
uni fying factor being that the animation is 
created digitally on a computer. 2D 
animation techniques tend to focus on 
image manipulation while 3D techniques 
usually build vi rtual worlds in which 
characters and objects move and interact. 
3D animation can create images that seem 
https ://www.youtube.com/watch?v=d83-T-bG2Ck
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Source: 
http://en.wikipedia.org/wiki/Animation 
real to the viewer and animations can be 
recorded on either analogue media, such 
as a motion picture film, video tape, or a 
digital media and used to display it from a 
computer or projector. 
Sprite In computer graphics, a sprite (also known by 
other names; see Synonyms below) is a two-dimensional 
image or animation that is 
integrated into a larger scene. Initially 
including just graphical objects handled 
separately from the memory bitmap of a video 
di splay, this now includes various manners of 
graphical overlays. 
Source: 
http://en.wikipedia.org/wiki/Sprite_(computer 
_graphics) 
The sprite engine i s a hardware 
implementation of s can line rendering. For 
each s can line the appropriate scan l ines of 
the sprites are first copied the number of 
pixels is limited by the memory bandwidth 
and the length of the horizontal retrace 
into very fast, small, multiple l imiting the 
number of sprites on a line, and 
cos tly caches the size of which limit the 
hori zontal width and as the pixels are sent 
to the s creen, these caches are combined 
with each other and the background. 
https ://www.youtube.com/watch?v=Fh4pTz1Lb9I 
Scene A Scene graph contains all of the geometry of 
a particular s cene. They are useful for 
representing translations, rotations and scales 
(along with other affine transformations) of 
objects relative to each other. 
Source: 
http://s tackoverflow.com/questions/5319282/ 
game-engines-what-are-scene-graphs 
Use of a scene graph for 2D may be useful 
i f your content is sufficiently complex and 
i f your objects have a number of sub 
components not rigidly fixed to the larger 
body. Otherwise, as others have 
mentioned, it's probably overkill. The 
complexity of affine transformations in 2D 
i s quite a bit less than in the 3D case.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Library A game engine is made up of class libraries. 
They do not s top being class libraries simply 
because they are within a game engine. A 
l ibrary i s a useful framework to tackle a specific 
need within a game engine. A framework that 
enta ils the needs for a complete game is a 
game engine. 
Source: 
http://gamedev.s tackexchange.com/questions 
/10770/whats-the-difference-between-a-l 
ibrary-and-an-engine 
Library i s a class of game engines like for 
example, Novodex (Physics), 
UI The us er interface, in the industrial design field 
of human–machine interaction, is the space 
where interactions between humans and 
machines occur. The goal of this interaction is 
effective operation and control of the machine 
on the user's end, and feedback from the 
machine, which aids the operator in making 
operational decisions. Examples of this broad 
concept of user interfaces include the 
interactive aspects of computer operating 
sys tems, hand tools, heavy machinery operator 
control s, and process controls. The design 
cons iderations applicable when creating user 
interfaces are related to or involve such 
di s ciplines as ergonomics and psychology. 
Source: 
http://en.wikipedia.org/wiki/User_interface 
The term of UI (user interface) i s often 
used in the context of personal computer 
sys tem and electronic devices. 
Frames In computer networking and 
telecommunication, a frame is a digital data 
transmission unit that includes frame 
synchronization, i .e. a sequence of bits or 
symbols making i t possible for the receiver to 
detect the beginning and end of the packet in 
the s tream of symbols or bits. 
Source: 
In computer networking a frame i s a data 
packet on a layer of the OSI model, a frame 
i s the unit of transmission in a l ink layer 
protocol and consists of a link layer header 
fol lowed by a packet.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
http://en.wikipedia.org/wiki/Frame_(networki 
ng) 
Concept Every video game s tarts as a concept. From 
Super Mario Bros. to Half-Life, al l of the 
worl d’s most successful ga mes s tarted as pen-and- 
paper ideas. Before you can s tart 
des igning levels, you need to prepare a rough 
concept for your game. 
Source: https://www.udemy.com/blog/make-a- 
video-game/ 
A Concept is the type of concept that you 
wi l l need is to prepare the type of video 
game that you are interested in and 
developing and planning on what type of 
game it i s. 
Event A Game Event (will just call them Events) is 
anything of interest that happens while a 
Game is running. An explosion going off, the 
player being sighted by an enemy, an item 
being picked up – this is all events. 
Games often need some way to notify 
interested Game Entities when an event occurs 
and also make i t possible for those entities to 
react to events of their interest in various 
ways . When this happens, we can say that a 
Game Entity is handling an event. The way a 
Game Entity handles and reacts to different 
events becomes a crucial aspect of that Entity 
behaviour. 
Source: 
https ://nicolasgoles.com/blog/2010/12/game-event- 
handling-part-1/ 
Game events are interesting things while 
you’re i n a mi ddle of a game something 
el se happen for example like something 
you di dn’t e xpect that got you surprise or 
maybe an explosion on the game some 
events could make a game interesting and 
maybe good for the audience.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Path finding One of the greatest challenges in the design of 
realistic Arti ficial Intelligence (AI) in 
Computer games are agent movement. Path 
finding strategies are usually employed as 
The core of any AI movement system. Path 
finding strategies have the responsibility of 
Finding a path from any coordinate in the 
game world to another. Systems such as this 
take in a s tarting point and a destination; they 
then find a series of points that together 
Compri se a path to the destination. A ga mes’ 
AI pathfinder usually employs some sort 
of recomputed data s tructure to guide the 
movement. At i ts simplest, this could be 
Jus t a l ist of locations within the game that the 
agent is allowed move to. Path finding 
inevitably leads to a drain on CPU resources 
especially i f the algorithm wastes 
Valuable time searching for a path that turns 
out not to exist. 
Source: http://gamesitb.com/pathgraham.pdf 
Path Finding is a design of a realistic 
arti ficial intelligence in a computer game. 
Path finding usually requires a system. This 
wi l l be presently be in games and 
especially when dealing with real-time.

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Y1 gd engine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: Neil Rogero RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAMES / VIDEO GAME TESTING Demo It i s my opinion that a demo in games is a demonstration of how the game is played. It wi l l normally tell you about how to go about playing in the game in detail and will normally take you through several boards of the game; thi s is normally used to give you a feel for the game and weather you might l ike the game and how i t is played i f you are purchasing it. Source: https ://answers.yahoo.com/question/index?qi d=20090423022627AA9nGkS Thi s shows the audience what the game is about and how you play i t. An example of a video game demo that you are able to play some parts of the game but you are not abl e to play the full game. https ://www.youtube.com/watch?v=FcMRkyoHKeA Beta A beta is kind of like a teaser. Companies will release beta's to get people excited for a game, or to tes t a game (Like what Halo did a couple months back), and to see what people think about it before they mass produce i t. Some beta s are easy to get, others you may have to pre-order a game or know someone special. Source: https ://answers.yahoo.com/question/index?qi d=20100805174050AAuioAp A beta is used to show other people an early teaser about a certain type of game and i t shows the audience what the game wi l l be like, some people might get access to some beta but not all people games companies do this to get the people hyped and excited on the game coming out. https ://www.youtube.com/watch?v=l9D3jH964oY
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Alpha Wel l, an alpha test is performed by the programmers themselves to ensure they got everything right in their eyes. Source: https ://answers.yahoo.com/question/index?qi d=20110119184650AAfwy7x Game alpha i s to test the performance of a certa in game and they make sure that the ga me that they made is right a nd there ’s nothing wrong with technical difficulties. Pre-Alpha Pre-alpha refers to all activities performed during the software project before testing. Thes e activities can include requirements analysis, software design, software development, and unit testing. In typical open source development, there are several types of pre-alpha versions. Mi lestone versions include specific s ets of functions and are released as soon as the functionality is complete. Source: http://en.wikipedia.org/wiki/Software_release _l i fe_cycle Pre-Alpha is like a mega early vers ion of the game and tests the game, before everything is finalized. https ://www.youtube.com/watch?v=n0vpbQTRpQ0 Gold In software and application development, a gold version i s the final stage of software development and follows the alpha and beta tes ting cycles of software development. The gold version i s the final version of the software as i t will be released to the public. Source: http://www.webopedia.com/sgsearch/results? cx=partner-pub- 8768004398756183%3A6766915980&cof=FOR ID%3A10&ie=UTF-8&q=gold Gold is a beta-testing and it has been successful and passed, therefore allowing the game to be duplicated, produced and published around the world for retail sales. https ://www.youtube.com/watch?v=qXRyhGQ1OQo
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Debug Debug mode usually lets the user change many aspects of the game if you know how to use them properly. Source: http://www.answers.com/Q/What_is_debug_ mode_in_gaming Debug versions of games aren't just early vers ions. When you're actually developing the game, you typically have two main options every time you want to build the code into an executable program a Release bui ld, which is as close to the final copy as you can get, and a Debug build, which is as sembled in such a way that lets developers and designers step through portions of the code easier, to figure out problems de-bug remove bugs from the game. Automation Automation i s a tycoon-style game which put the player in control of their own auto company. Source: http://www.giantbomb.com/automation/3030 -37803/ Automation shows that you can see another person playing the game and what i t’s l ike a nd what are the good and bad things about i t. White-Box Testing Al so known as glass box, structural, clear box and open box testing. A software testing technique whereby explicit knowledge of the internal workings of the item being tested are used to s elect the test data. Unlike black box tes ting, white box testing uses specific knowledge of programming code to examine outputs. The test is accurate only i f the tester knows what the program i s supposed to do. He or she can then see if the program diverges It’s where a couple of people i n a room when they test a certain type of game and i t’s l ike a test data if the game i s acceptable or not. https ://www.youtube.com/watch?v=3bJcvBLJViQ
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 from i ts intended goal. White box testing does not account for errors caused by omission, and al l vi sible code must also be readable. For a complete software examination, both white box and black box tests are required. Source: http://www.webopedia.com/TERM/W/White_ Box_Tes ting.html Bug Sometimes called a glitch, a bug is just something wrong with the program. Sometimes i t might be not s erious and will be solved. Source: https ://answers.yahoo.com/question/index?qi d=20080622111127AAsXob5 A bug i s where something is wrong with a video game and it becomes hard to respond and something happens with the game where everything goes weird. GAME ENGINES Vertex Shader A Vertex Shader i s also GPU component and is al so programmed using a specific assembly-like language, like pixel shaders, but are oriented to the s cene geometry and can do things like adding cartoony silhouette edges to objects, etc. Source: http://s tackoverflow.com/questions/832545/ what-are-vertex-and-pixel-shaders Shaders are most commonly used to produce l ighting and shadow in 3D modelling. This image illustrates Phong shading, one of the first computer shading models ever developed.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 GAME ENGINES Pixel Shader A pixel shader i s a s et of program codes which i s usually built into a video graphics chipset and drivers. Its purpose is to enable more l i felike lighting effects on 3d models, usually for gaming. Source: http://www.answers.com/Q/What_is_a_pixel_ shader A pixel shader i s able to put lifelike effects on a model and that can be used for gaming some games uses pixel shader to bring lifelike lighting effects into the game. Post Processing The term post-processing (or postproc for short) is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as s tand-aloneDVD-Video players), and video players software and transcoding software. It is also commonly used in real-time 3D rendering (such as in video games) to add additional effects. Source: http://en.wikipedia.org/wiki/Video_post-processing Pos t processing is the process of changing the perceived quality of a video on a playback that could be used as a loading image screen on a game.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Al so, the results of such a model can be called a rendering. A s cene file contains objects in a s trictly defined language or data structure; i t would contain geometry, viewpoint, texture, l ighting, and shading information as a des cription of the vi rtual s cene. The data conta ined in the scene file is then passed to a rendering program to be processed and output to a digital or raster graphics image file. The term "rendering" may be by analogy with an "arti st's rendering" of a scene. Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation stored in a s cene file are outl ined as the graphics pipeline along a rendering device, such as a GPU. Source: http://en.wikipedia.org/wiki/Rendering_(comp uter_graphics) Use a pre-image i t’s usually a complete sketch and rendering is used that adds a bitmap textures and procedural texture l ights. Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a model by generating a normal map from a high polygon model or height map. Source: http://en.wikipedia.org/wiki/Normal_mapping A Normal map uses lighting of a surface and from the shading point to the light source is dotted with the unit vector normal to that surface, and the result is the intensity of the light on that surface. Entity Enti ty systems are growing in popularity, with An example of an entity system would be is https ://www.youtube.com/watch?v=8FWULdNHqJE
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 wel l-known examples like Unity, and lesser known frameworks like ActionScript frameworks Ember2, Xember and my own Ash. The re ’s a ve ry good reason for this; they s implify game architecture, encourage clean separation of responsibilities in your code, and are fun to use. Source: http://www.richardlord.net/blog/what-is-an-enti ty-framework tha t i t’ll be used as many sys tems that uses larger games and renders physics, user control of a character and non-player characters. UV Map Thi s process projects a texture map onto a 3D object. The l etters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are al ready used to denote the axes of the 3D object in model space. Source: http://en.wikipedia.org/wiki/UV_mapping UV texture permits polygons that make up a 3D object to be painted with colour from an image. The image is called a UV texture map.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Procedural Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, s tone, and others . Usually, the natural look of the rendered result i s achieved by the usage of fracta l noise and turbulence functions. Thes e functions are used as a numerical representation of the randomness” found in nature. Source: http://en.wikipedia.org/wiki/Procedural_textu re Procedural texture uses solid texturing and process where the texture generating functions and evaluated over at an each vi s ible surface point of a model. Some solid textures are an alternative to the tradional 2D texture images. Physics A phys ics engine is computer software that provides an approximate simulation of certa in physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case the s imulations are in real-time. The term is sometimes used more generally to describe any software system for s imulating physical phenomena, such as high-performance s cientific simulation. Source: http://en.wikipedia.org/wiki/Physics_engine Phys ics generally i s two classes of physic engines that uses real-time and high-preci sion and physic engines require more processing power to calculate a very preci se animated or gameplay.
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. While the topic i s most often associated with i ts use in video games and other physical s imulations, i t al so has applications in robotics. In addition to determining whether two objects have col l ided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the set of intersecting points). Collision response deals with s imulating what happens when a collision is detected (see physics engine, ragdoll physics). Solving collision detection problems requires extensive use of concepts from linear algebra and computational geometry. Source: http://en.wikipedia.org/wiki/Collision_detectio n Col l ision engine is generally used in platform games to make the player actually hi t walls and s tuff and there’s the 2D type and the 3D type but they all accomplish the same thing. Lighting The aim of this thesis was to s tudy and implement advanced real-time rendering techniques for complex materials such as human skin. The project included investigation on how to adapt and simplify complex skin rendering models to fit current game engines. Al so, the task included looking into recent research on spherical harmonics and wavelets. The goal was to determine whether they can be used to represent both diffuse and specular reflection from environment l ighting in real time game. Subsurface scattering, Gaussian shadow mapping and representing l ighting by the us e of spherical harmonics and wavelets, are a few of the used techniques in this project. The results of this thesis show that it is pos sible to render realistic human skin in real time at a low cost. Lighting i s used to make a complex and s implify a character on a game, for example making it as real as possible. With the lighting effects on daylight time and night-time.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Source: http://dice.se/publications/lighting-and- materials-for-real-time-game-engines/ AA – Anti- Aliasing The term Anti-aliasing refers to the level of image quality in 3D graphics. It is a vi tal process in producing high quality graphics that wi l l ultimately be displayed. The main purpose of anti-aliasing i s to smooth jagged/stair-cased edges (Jaggies) within pixel based images and the flickering/strobing of surfaces in an animation. Source: https ://docs.google.com/document/d/1epqrH Zkudz5X6XRAfpiaRXHpdUv8L0b34f6hlYOzNZk/ edi t?pli=1 Al iasing can occur at any s tage during the rendering process. The problem stems from point is a process used in all computer graphics application that determines information about it. LoD – Level of Detail In computer graphics, accounting for level of deta il involves decreasing the complexity of a 3D object representation as i t moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline s tages, usually vertex transformations. The reduced vi sual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fas t. Source: http://en.wikipedia.org/wiki/Level_of_detail The Level of detail concept of a discrete LOD and i s to provide to various model to represent the same object. Obtaining those models requires an external algorithm which is often a subject of many polygon reduction techniques. Animation Animation is the process of creating motion and shape change i llusion by means of the rapid display of a sequence of s ta tic images that minimally differ from each other. The illusion as in motion pictures in general is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Encompasses a variety of techniques, the uni fying factor being that the animation is created digitally on a computer. 2D animation techniques tend to focus on image manipulation while 3D techniques usually build vi rtual worlds in which characters and objects move and interact. 3D animation can create images that seem https ://www.youtube.com/watch?v=d83-T-bG2Ck
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Source: http://en.wikipedia.org/wiki/Animation real to the viewer and animations can be recorded on either analogue media, such as a motion picture film, video tape, or a digital media and used to display it from a computer or projector. Sprite In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video di splay, this now includes various manners of graphical overlays. Source: http://en.wikipedia.org/wiki/Sprite_(computer _graphics) The sprite engine i s a hardware implementation of s can line rendering. For each s can line the appropriate scan l ines of the sprites are first copied the number of pixels is limited by the memory bandwidth and the length of the horizontal retrace into very fast, small, multiple l imiting the number of sprites on a line, and cos tly caches the size of which limit the hori zontal width and as the pixels are sent to the s creen, these caches are combined with each other and the background. https ://www.youtube.com/watch?v=Fh4pTz1Lb9I Scene A Scene graph contains all of the geometry of a particular s cene. They are useful for representing translations, rotations and scales (along with other affine transformations) of objects relative to each other. Source: http://s tackoverflow.com/questions/5319282/ game-engines-what-are-scene-graphs Use of a scene graph for 2D may be useful i f your content is sufficiently complex and i f your objects have a number of sub components not rigidly fixed to the larger body. Otherwise, as others have mentioned, it's probably overkill. The complexity of affine transformations in 2D i s quite a bit less than in the 3D case.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Library A game engine is made up of class libraries. They do not s top being class libraries simply because they are within a game engine. A l ibrary i s a useful framework to tackle a specific need within a game engine. A framework that enta ils the needs for a complete game is a game engine. Source: http://gamedev.s tackexchange.com/questions /10770/whats-the-difference-between-a-l ibrary-and-an-engine Library i s a class of game engines like for example, Novodex (Physics), UI The us er interface, in the industrial design field of human–machine interaction, is the space where interactions between humans and machines occur. The goal of this interaction is effective operation and control of the machine on the user's end, and feedback from the machine, which aids the operator in making operational decisions. Examples of this broad concept of user interfaces include the interactive aspects of computer operating sys tems, hand tools, heavy machinery operator control s, and process controls. The design cons iderations applicable when creating user interfaces are related to or involve such di s ciplines as ergonomics and psychology. Source: http://en.wikipedia.org/wiki/User_interface The term of UI (user interface) i s often used in the context of personal computer sys tem and electronic devices. Frames In computer networking and telecommunication, a frame is a digital data transmission unit that includes frame synchronization, i .e. a sequence of bits or symbols making i t possible for the receiver to detect the beginning and end of the packet in the s tream of symbols or bits. Source: In computer networking a frame i s a data packet on a layer of the OSI model, a frame i s the unit of transmission in a l ink layer protocol and consists of a link layer header fol lowed by a packet.
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 http://en.wikipedia.org/wiki/Frame_(networki ng) Concept Every video game s tarts as a concept. From Super Mario Bros. to Half-Life, al l of the worl d’s most successful ga mes s tarted as pen-and- paper ideas. Before you can s tart des igning levels, you need to prepare a rough concept for your game. Source: https://www.udemy.com/blog/make-a- video-game/ A Concept is the type of concept that you wi l l need is to prepare the type of video game that you are interested in and developing and planning on what type of game it i s. Event A Game Event (will just call them Events) is anything of interest that happens while a Game is running. An explosion going off, the player being sighted by an enemy, an item being picked up – this is all events. Games often need some way to notify interested Game Entities when an event occurs and also make i t possible for those entities to react to events of their interest in various ways . When this happens, we can say that a Game Entity is handling an event. The way a Game Entity handles and reacts to different events becomes a crucial aspect of that Entity behaviour. Source: https ://nicolasgoles.com/blog/2010/12/game-event- handling-part-1/ Game events are interesting things while you’re i n a mi ddle of a game something el se happen for example like something you di dn’t e xpect that got you surprise or maybe an explosion on the game some events could make a game interesting and maybe good for the audience.
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 Path finding One of the greatest challenges in the design of realistic Arti ficial Intelligence (AI) in Computer games are agent movement. Path finding strategies are usually employed as The core of any AI movement system. Path finding strategies have the responsibility of Finding a path from any coordinate in the game world to another. Systems such as this take in a s tarting point and a destination; they then find a series of points that together Compri se a path to the destination. A ga mes’ AI pathfinder usually employs some sort of recomputed data s tructure to guide the movement. At i ts simplest, this could be Jus t a l ist of locations within the game that the agent is allowed move to. Path finding inevitably leads to a drain on CPU resources especially i f the algorithm wastes Valuable time searching for a path that turns out not to exist. Source: http://gamesitb.com/pathgraham.pdf Path Finding is a design of a realistic arti ficial intelligence in a computer game. Path finding usually requires a system. This wi l l be presently be in games and especially when dealing with real-time.