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Game Engines & Development Tools

Alpha Version

An early, incomplete version of a game that is still under active development. Alpha versions typically have major features missing and numerous bugs.

API (Application Programming Interface)

A set of functions, protocols, and tools for building software applications that specifies how software components should interact.

Beta Version

A more complete version of a game that comes after the alpha stage. Beta versions have most features implemented but may still contain bugs and require polishing.

Build

A compiled version of a game at a specific point in development, ready for testing or distribution.

Engine

Software framework designed for the creation and development of video games, providing various functionality such as rendering, physics, sound, and more.

IDE (Integrated Development Environment)

Software application that provides comprehensive facilities to programmers for software development, typically including a code editor, build automation tools, and a debugger.

SDK (Software Development Kit)

A collection of software development tools in one installable package, often used for creating applications for specific platforms or frameworks.

Version Control

Systems like Git, SVN, or Perforce that track changes to files over time, allowing multiple developers to collaborate without conflicts.

Graphics & Visual Effects

Animation

The process of creating the illusion of motion by displaying a sequence of static images in rapid succession.

LOD (Level of Detail)

A technique for optimizing 3D model rendering by using different model versions with varying complexity based on distance from the camera.

Normal Mapping

A technique used to add details to 3D models without increasing polygon count by simulating lighting effects on surface details.

Particle System

A technique used to simulate complex visual effects like fire, smoke, water, or other fluid-like phenomena using many small sprites or 3D models.

Rendering

The process of generating an image from a 2D or 3D model using computer programs.

Shader

A program that runs on the GPU and determines how 3D models and materials are rendered, controlling aspects like lighting, shadows, and special effects.

Texturing

The process of applying 2D images (textures) to 3D models to add surface details, colors, and patterns.

UV Mapping

The process of projecting a 2D image onto a 3D model's surface, with U and V representing the 2D texture coordinates.

Game Design & Mechanics

Balancing

The process of adjusting game elements to ensure fair and engaging gameplay, where no single strategy or element dominates others.

Buff/Debuff

Temporary modifications to a character's abilities: buffs provide positive effects, while debuffs impose negative effects.

Core Loop

The fundamental, repeating set of actions that defines the primary gameplay experience and keeps players engaged.

Gameplay

The specific ways in which players interact with a game, including the challenges, rules, and player capabilities.

Mechanic

A rule or system that governs how players interact with the game world, such as jumping, shooting, or resource management.

Procedural Generation

The algorithmic creation of game content, such as levels, items, or quests, allowing for variety and replayability.

Progression System

Mechanisms that allow players to advance, gain new abilities, or unlock content as they play through a game.

Spawning

The process of creating or placing entities (characters, items, etc.) in the game world, either at the start or during gameplay.

Programming & Technical Concepts

AI (Artificial Intelligence)

Programming that allows non-player characters or entities to make decisions and respond to the game environment.

Collision Detection

The computational process of detecting when two or more objects in a game intersect or come into contact.

Delta Time

The time elapsed between frames in a game, used to ensure consistent movement and behavior regardless of frame rate.

Framerate (FPS)

The frequency at which consecutive images (frames) are displayed, measured in frames per second (FPS). Higher framerates result in smoother motion.

Garbage Collection

An automatic memory management process that recovers memory occupied by objects no longer in use by the program.

Physics Engine

Software that provides an approximate simulation of physical systems, such as rigid body dynamics, soft body dynamics, and fluid dynamics.

Ray Casting

A technique that shoots rays from a point to determine intersections with objects, used for line-of-sight, collision detection, etc.

Vector

A mathematical structure representing both magnitude and direction, commonly used in games for position, velocity, and other physical properties.

Industry & Business Terms

AAA (Triple-A)

Classification for games with the highest development budgets and levels of promotion, typically produced by major publishers.

DLC (Downloadable Content)

Additional content for a video game distributed through the internet, often expanding the base game with new features, items, or storylines.

Early Access

A funding model where consumers can purchase and play a game while it is still in development, providing feedback to developers.

IAP (In-App Purchase)

Items, features, or content that players can buy within a game, often used as a monetization strategy in free-to-play games.

Indie (Independent)

Games created by individuals or small teams without the financial support of large game publishers.

Middleware

Software that provides specialized functionality to game developers, such as physics engines, AI systems, or networking solutions.

NDA (Non-Disclosure Agreement)

A legal contract that restricts sharing confidential information about a game or project before its official release.

Vertical Slice

A small but complete section of a game that demonstrates its core features, often used to showcase the game to publishers or investors.

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